#define WORLD_AUDIO_H
#include "common.h"
+#include "vg/vg_audio.h"
#include "audio.h"
-sfx_set audio_birds =
+#if 0
+audio_pack audio_birds =
{
.sources = "sound/bird0.ogg\0"
"sound/bird1.ogg\0"
- "sound/bird2.ogg\0"
+ "sound/bird2.ogg\0",
+ .name = "Birds",
+ .source_mode = k_audio_source_compressed
};
+#endif
static float k_audio_random_freq = 1.0f/10.0f,
k_audio_random_hz = 1.0f;
static struct world_ambient_layer
{
- sfx_system sys;
+ audio_player sys;
v3f pos;
}
world_ambient_layers[8];
static void world_audio_init(void)
{
- sfx_set_init( &audio_birds, NULL );
+#if 0
+ audio_pack_init( &audio_birds );
vg_convar_push( (struct vg_convar){
.name = "aud_random_freq",
for( int i=0; i<vg_list_size(world_ambient_layers); i++ )
{
struct world_ambient_layer *layer = &world_ambient_layers[i];
- sfx_system *sys = &layer->sys;
- sys->vol = 1.0f;
+ audio_player *sys = &layer->sys;
+ sys->_vol = 1.0f;
sys->ch = 1;
- sys->vol_src = &audio_vol_all;
sys->name = "ambient";
sys->flags = SFX_FLAG_PERSISTENT;
}
+#endif
}
static void world_audio_spawn_random( v3f around )
{
+#if 0
for( int i=0; i<vg_list_size(world_ambient_layers); i++ )
{
struct world_ambient_layer *layer = &world_ambient_layers[i];
return;
}
}
+#endif
}
static void world_audio_update( v3f around, v3f ears )
{
+#if 0
if( world_audio_last_tick + (double)k_audio_random_hz < vg_time )
{
world_audio_last_tick = vg_time;
struct world_ambient_layer *layer = &world_ambient_layers[i];
if( layer->sys.is_playing )
- audio_spacialize( &layer->sys, layer->pos, around, ears, 30.0f );
+ audio_player_spacialize(&layer->sys, layer->pos, around, ears, 30.0f);
}
+#endif
}
static void world_audio_debug(void)
{
+#if 0
for( int i=0; i<vg_list_size(world_ambient_layers); i++ )
{
struct world_ambient_layer *layer = &world_ambient_layers[i];
vg_line_pt3( layer->pos, 1.0f, 0xffff00ff );
}
}
+#endif
}
#endif /* WORLD_AUDIO_H */