X-Git-Url: https://harrygodden.com/git/?a=blobdiff_plain;f=world_audio.c;h=1e902fad724f3581941a999b25d35dc159cb376e;hb=e311bbe2fa903a7e2a922f202f389b799193195d;hp=a8e88d6631fdbf00e14ad98774a32bdbb56a5b64;hpb=844527ec68c063d78d4993bd8e4053f9ddc47b78;p=carveJwlIkooP6JGAAIwe30JlM.git diff --git a/world_audio.c b/world_audio.c index a8e88d6..1e902fa 100644 --- a/world_audio.c +++ b/world_audio.c @@ -6,7 +6,7 @@ /* 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" @@ -29,7 +29,7 @@ VG_STATIC void world_fadeout_audio( world_instance *world ) /* * Trace out a random point, near the player to try and determine water areas */ -VG_STATIC +static enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output) { v3f chance = { (vg_randf64()-0.5f) * 30.0f, @@ -44,7 +44,8 @@ enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output) world_instance *world = world_current_instance(); - if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) ){ + if( ray_world( world, pos, (v3f){0.0f,-1.0f,0.0f}, &contact, + k_material_flag_ghosts ) ){ struct world_surface *mat = ray_hit_surface( world, &contact ); if( mat->info.surface_prop == k_surface_prop_grass){ @@ -68,7 +69,7 @@ enum audio_sprite_type world_audio_sample_sprite_random(v3f origin, v3f output) 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; @@ -104,7 +105,8 @@ VG_STATIC void world_audio_sample_distances( v3f co, int *index, float *value ) float dist = 200.0f; for( int i=0; i<10; i++ ){ - if( ray_world( world_current_instance(), rc, rd, &ray ) ){ + if( ray_world( world_current_instance(), rc, rd, &ray, + k_material_flag_ghosts ) ){ dist = (float)i*5.0f + ray.dist; break; }