/* finds any active playing in world and fades them out, we can only do this
* while unloading */
-VG_STATIC void world_fadeout_audio( world_instance *world )
+static void world_fadeout_audio( world_instance *world )
{
if( world->status != k_world_status_unloading ){
vg_fatal_error( "World status must be set to 'unloading', to fadeout"
/*
* Trace out a random point, near the player to try and determine water areas
*/
-VG_STATIC
-enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output)
-{
- v3f chance = { (vg_randf64()-0.5f) * 30.0f,
- 8.0f,
- (vg_randf64()-0.5f) * 30.0f };
+static
+enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output){
+ v3f chance = { (vg_randf64(&vg.rand)-0.5f) * 30.0f,
+ 8,
+ (vg_randf64(&vg.rand)-0.5f) * 30.0f };
v3f pos;
v3_add( chance, origin, pos );
return k_audio_sprite_type_none;
}
-VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
+static void world_audio_sample_distances( v3f co, int *index, float *value )
{
float inr3 = 0.57735027,
inr2 = 0.70710678118;