static int k_audio_debug_soundscape = 0;
-
audio_clip audio_board[] =
{
- {.path="sound/skate.ogg", .source_mode=k_audio_source_mono_compressed },
- {.path="sound/wheel.ogg", .source_mode=k_audio_source_mono_compressed },
- {.path="sound/slide.ogg", .source_mode=k_audio_source_mono_compressed },
- {.path="sound/reverb.ogg",.source_mode=k_audio_source_mono_compressed }
+ {.path="sound/skate.ogg", .source_mode=k_audio_source_compressed },
+ {.path="sound/wheel.ogg", .source_mode=k_audio_source_compressed },
+ {.path="sound/slide.ogg", .source_mode=k_audio_source_compressed },
+ {.path="sound/reverb.ogg",.source_mode=k_audio_source_compressed }
+};
+
+audio_clip audio_ding =
+{ .path = "sound/ding.ogg", .source_mode=k_audio_source_compressed };
+
+audio_clip audio_jumps[] = {
+ { .path = "sound/snap0.ogg", .source_mode=k_audio_source_compressed, },
+ { .path = "sound/snap1.ogg", .source_mode=k_audio_source_compressed, },
+ { .path = "sound/snap2.ogg", .source_mode=k_audio_source_compressed, },
+ { .path = "sound/snap3.ogg", .source_mode=k_audio_source_compressed, }
+};
+
+audio_clip audio_lands[] = {
+ { .path = "sound/revert0.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/revert1.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/revert2.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/revert3.ogg", .source_mode=k_audio_source_compressed },
+ { .path = "sound/revert4.ogg", .source_mode=k_audio_source_compressed }
+};
+
+audio_clip audio_ambience[] =
+{
+ {.path="sound/town_generic.ogg",
+ .source_mode=k_audio_source_compressed }
+};
+
+audio_clip audio_gate_pass = {
+ .path = "sound/gate_pass.ogg", .source_mode=k_audio_source_compressed
+};
+
+audio_clip audio_gate_lap = {
+ .path = "sound/gate_lap.ogg", .source_mode=k_audio_source_compressed
+};
+
+audio_clip audio_gate_ambient = {
+.path = "sound/gate_ambient.ogg", .source_mode=k_audio_source_compressed
+};
+
+audio_player ambient_player =
+{
+ .name = "Ambience"
};
audio_player audio_player0 =
.name = "Player3",
};
+audio_player audio_player_extra =
+{
+ .name = "PlayerInst"
+};
+
+audio_player audio_player_gate =
+{
+ .name = "Gate"
+};
+
static void audio_init(void)
{
+ audio_player_init( &audio_player0 );
+ audio_player_init( &audio_player1 );
+ audio_player_init( &audio_player2 );
+ audio_player_init( &audio_player3 );
+ audio_player_init( &audio_player_gate );
+ audio_player_init( &ambient_player );
+ audio_player_init( &audio_player_extra );
+
audio_clip_loadn( audio_board, vg_list_size(audio_board) );
+ audio_clip_loadn( audio_ambience, vg_list_size(audio_ambience) );
+ audio_clip_loadn( &audio_ding, 1 );
+ audio_clip_loadn( &audio_gate_pass, 1 );
+ audio_clip_loadn( &audio_gate_lap, 1 );
+ audio_clip_loadn( &audio_gate_ambient, 1 );
+ audio_clip_loadn( audio_jumps, vg_list_size(audio_jumps) );
+ audio_clip_loadn( audio_lands, vg_list_size(audio_lands) );
audio_lock();
u32 flags = AUDIO_FLAG_LOOP|AUDIO_FLAG_SPACIAL_3D;
audio_player_set_flags( &audio_player0, flags );
audio_player_set_flags( &audio_player1, flags );
audio_player_set_flags( &audio_player2, flags );
+ audio_player_set_flags( &audio_player_gate, flags );
audio_player_set_flags( &audio_player3, AUDIO_FLAG_LOOP );
+ audio_player_set_flags( &ambient_player, AUDIO_FLAG_LOOP );
+ audio_player_set_vol( &ambient_player, 1.0f );
+ audio_player_set_vol( &audio_player_gate, 5.0f );
+ audio_player_set_vol( &audio_player_extra, 1.0f );
audio_player_playclip( &audio_player0, &audio_board[0] );
audio_player_playclip( &audio_player1, &audio_board[1] );
audio_player_playclip( &audio_player2, &audio_board[2] );
audio_player_playclip( &audio_player3, &audio_board[3] );
+ audio_player_playclip( &ambient_player, &audio_ambience[0] );
+ audio_player_playclip( &audio_player_gate, &audio_gate_ambient );
audio_unlock();
int sample_count = 8;
+ int lv = 0;
+ v3f last;
+
for( int i=0; i<sample_count; i++ )
{
v3f dir;
vg_line( origin, contact.pos, 0xff0000ff );
vg_line_pt3( contact.pos, 0.1f, 0xff0000ff );
+
+ if( lv )
+ vg_line( contact.pos, last, 0xffffffff );
+ v3_copy( contact.pos, last );
+ lv = 1;
}
else
{
vg_line( origin, p1, 0xffcccccc );
d += sample_dist;
+ lv = 0;
}
+
}
float occlusion = 1.0f - (d * (1.0f/(sample_dist*(float)sample_count))),
player.jump = 0.0f;
player.jump_time = vg_time;
+
+ audio_lock();
+ audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_position( &audio_player_extra, player.rb.co );
+ audio_player_set_vol( &audio_player_extra, 3.0f );
+ audio_player_playclip( &audio_player_extra, &audio_jumps[rand()%4] );
+ audio_unlock();
}
}
else
m3x3_copy( player.vr, player.gate_vr_frame );
m3x3_copy( player.vr_pstep, player.gate_vr_pstep_frame );
+
+ audio_lock();
+ audio_play_oneshot( &audio_gate_lap, 1.0f );
+ audio_unlock();
break;
}
}
*/
static void player_audio(void)
{
+ static int _ding = 0;
+
+ int last = _ding;
+ _ding = glfwGetKey(vg_window, GLFW_KEY_C);
+
+ int trigger_ding = 0;
+ if( _ding && !last )
+ trigger_ding = 1;
+
+ static int _air = 0;
+
+ int l2 = _air;
+ _air = player.in_air;
+
+ static double last_revert = -2000.0;
+
+
+
+
audio_lock();
+
+ double revert_delta = vg_time - last_revert;
+ if( (!_air && l2) && (fabsf(player.slip) > 0.5f) && (revert_delta > 0.7) )
+ {
+ audio_player_set_position( &audio_player_extra, player.rb.co );
+ audio_player_set_flags( &audio_player_extra, AUDIO_FLAG_SPACIAL_3D );
+ audio_player_set_vol( &audio_player_extra, 2.0f );
+ audio_player_playclip( &audio_player_extra, &audio_lands[rand()%5] );
+
+ last_revert = vg_time;
+ }
static float air = 0.0f;
air = vg_lerpf(air, player.in_air? 1.0f: 0.0f, 5.0f*ktimestep);
float *cam = player.camera[3],
*pos = player.rb.co;
+
+ if( trigger_ding )
+ audio_player_playclip( &audio_player_extra, &audio_ding );
audio_player_set_position( &audio_player0, player.rb.co );
audio_player_set_position( &audio_player1, player.rb.co );
audio_player_set_position( &audio_player2, player.rb.co );
+ audio_player_set_position( &audio_player_gate, world.render_gate_pos );
v3_sub( player.rb.co, player.camera[3], delta );
v3_normalize( delta );
audio_player_set_vol( &audio_player1, vol1 );
audio_player_set_vol( &audio_player2, vol2 );
- float reverb_amt = vol0 * audio_occlusion_current * 1.0f;
+ float reverb_amt = vol0 * audio_occlusion_current * 0.5f;
audio_player_set_pan( &audio_player3, 0.0f );
audio_player_set_vol( &audio_player3, reverb_amt );
}