-#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 )
+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 };
+ 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 );
float dist = fabsf(output[1] - origin[1]);
- if( world->water.enabled && dist<=40.0f )
+ if( world->water.enabled && dist<=40.0f && !(world->info.flags&0x2) )
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 )
+void world_audio_sample_distances( v3f co, int *index, float *value )
{
float inr3 = 0.57735027,
inr2 = 0.70710678118;
distances[si] = dist;
- if( vg_audio.debug_ui && vg_lines.draw ){
+ if( vg_audio.debug_ui && vg_lines.enabled ){
for( int i=0; i<14; i++ ){
if( distances[i] != 200.0f ){
u32 colours[] = { VG__RED, VG__BLUE, VG__GREEN,
if( si >= 14 )
si = 0;
}
-
-#endif /* WORLD_AUDIO_C */