Fix ASSERT in board maker image open logic
[carveJwlIkooP6JGAAIwe30JlM.git] / world_audio.c
diff --git a/world_audio.c b/world_audio.c
deleted file mode 100644 (file)
index a8e88d6..0000000
+++ /dev/null
@@ -1,143 +0,0 @@
-#ifndef WORLD_AUDIO_C
-#define WORLD_AUDIO_C
-
-#include "audio.h"
-#include "world_audio.h"
-
-/* 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 )
-{
-   if( world->status != k_world_status_unloading ){
-      vg_fatal_error( "World status must be set to 'unloading', to fadeout"
-                      " audio.\n" );
-   }
-
-   u8 world_id = (world - world_static.instances) + 1;
-
-   audio_lock();
-   for( u32 i=0; i<AUDIO_CHANNELS; i++ ){
-      audio_channel *ch = &vg_audio.channels[i];
-
-      if( ch->allocated && (ch->world_id == world_id) ){
-         ch = audio_channel_fadeout( ch, 1.0f );
-      }
-   }
-   audio_unlock();
-}
-
-/*
- * 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 };
-   
-   v3f pos;
-   v3_add( chance, origin, pos );
-
-   ray_hit contact;
-   contact.dist = vg_minf( 16.0f, pos[1] );
-
-   world_instance *world = world_current_instance();
-   
-   if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){
-      struct world_surface *mat = ray_hit_surface( world, &contact );
-
-      if( mat->info.surface_prop == k_surface_prop_grass){
-         v3_copy( contact.pos, output );
-         return k_audio_sprite_type_grass;
-      }
-      else{
-         return k_audio_sprite_type_none;
-      }
-   }
-
-   output[0] = pos[0];
-   output[1] = 0.0f;
-   output[2] = pos[2];
-
-   float dist = fabsf(output[1] - origin[1]);
-   
-   if( world->water.enabled && dist<=40.0f )
-      return k_audio_sprite_type_water;
-   else
-      return k_audio_sprite_type_none;
-}
-
-VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value )
-{
-   float inr3 = 0.57735027,
-         inr2 = 0.70710678118;
-
-   v3f sample_directions[] = {
-      { -1.0f,  0.0f,  0.0f },
-      {  1.0f,  0.0f,  0.0f },
-      {  0.0f,  0.0f,  1.0f },
-      {  0.0f,  0.0f, -1.0f },
-      {  0.0f,  1.0f,  0.0f },
-      {  0.0f, -1.0f,  0.0f },
-      { -inr3,  inr3,  inr3 },
-      {  inr3,  inr3,  inr3 },
-      { -inr3,  inr3, -inr3 },
-      {  inr3,  inr3, -inr3 },
-      { -inr2,  0.0f,  inr2 },
-      {  inr2,  0.0f,  inr2 },
-      { -inr2,  0.0f, -inr2 },
-      {  inr2,  0.0f, -inr2 },
-   };
-
-   static int si = 0;
-   static float distances[16];
-
-   ray_hit ray;
-   ray.dist = 5.0f;
-
-   v3f rc, rd, ro;
-   v3_copy( sample_directions[ si ], rd );
-   v3_add( co, (v3f){0.0f,1.5f,0.0f}, ro );
-   v3_copy( ro, rc );
-
-   float dist = 200.0f;
-
-   for( int i=0; i<10; i++ ){
-      if( ray_world( world_current_instance(), rc, rd, &ray ) ){
-         dist = (float)i*5.0f + ray.dist;
-         break;
-      }
-      else{
-         v3_muladds( rc, rd, ray.dist, rc );
-      }
-   }
-
-   distances[si] = dist;
-
-   if( vg_audio.debug_ui && vg_lines.draw ){
-      for( int i=0; i<14; i++ ){
-         if( distances[i] != 200.0f ){
-            u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
-                              VG__CYAN, VG__YELOW, VG__PINK,
-                              VG__WHITE };
-
-            u32 colour = colours[i%7];
-
-            v3f p1;
-            v3_muladds( ro, sample_directions[i], distances[i], p1 );
-            vg_line( ro, p1, colour );
-            vg_line_point( p1, 0.1f, colour );
-         }
-      }
-   }
-
-   *index = si;
-   *value = dist;
-
-   si ++;
-   if( si >= 14 )
-      si = 0;
-}
-
-#endif /* WORLD_AUDIO_C */