m3x3_mulv( player->invbasis, player->rb.v, v_local );
v2f d = { v3_dot( ax, v0 ), v0[1] },
- v = { v3_dot( ax, player->rb.v ), v_local[1] };
+ v = { v3_dot( ax, v_local ), v_local[1] };
float a = atan2f( v[1], v[0] ),
m = v2_length( v ),
const u32 flags = AUDIO_FLAG_SPACIAL_3D|AUDIO_FLAG_LOOP;
- if( !s->aud_air )
- s->aud_air = audio_request_channel( &audio_board[1], flags );
+ if( !s->aud_air ){
+ s->aud_air = audio_get_first_idle_channel();
+ if( s->aud_air )
+ audio_channel_init( s->aud_air, &audio_board[1], flags );
+ }
- if( !s->aud_slide )
- s->aud_slide = audio_request_channel( &audio_board[2], flags );
+ if( !s->aud_slide ){
+ s->aud_slide = audio_get_first_idle_channel();
+ if( s->aud_slide )
+ audio_channel_init( s->aud_slide, &audio_board[2], flags );
+ }
/* brrrrrrrrrrrt sound for tiles and stuff
if( s->aud_main ){
s->aud_main->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_main, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+ //audio_channel_slope_volume( s->aud_main, 0.05f, vol_main );
+ audio_channel_edit_volume( s->aud_main, vol_main, 1 );
audio_channel_sidechain_lfo( s->aud_main, 0, sidechain_amt );
float rate = 1.0f + (attn-0.5f)*0.2f;
if( s->aud_slide ){
s->aud_slide->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_slide, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+ //audio_channel_slope_volume( s->aud_slide, 0.05f, vol_slide );
+ audio_channel_edit_volume( s->aud_slide, vol_slide, 1 );
audio_channel_sidechain_lfo( s->aud_slide, 0, sidechain_amt );
}
if( s->aud_air ){
s->aud_air->colour = 0x00103efe;
audio_channel_set_spacial( s->aud_air, player->rb.co, 40.0f );
- audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+ //audio_channel_slope_volume( s->aud_air, 0.05f, vol_air );
+ audio_channel_edit_volume( s->aud_air, vol_air, 1 );
}
audio_unlock();
s->state.head_position[1] = 1.8f;
}
+VG_STATIC void player__skate_restore( player_instance *player )
+{
+ struct player_skate *s = &player->_skate;
+ s->state = s->state_gate_storage;
+}
+
#endif /* PLAYER_SKATE_C */