/* System queue, and access from thread 0 */
audio_entity entity_queue[SFX_MAX_SYSTEMS];
int queue_len;
- int debug_ui;
+ int debug_ui, debug_ui_3d;
v3f listener_pos,
listener_ears;
.persistent = 1
});
+ vg_convar_push( (struct vg_convar){
+ .name = "debug_audio_clips",
+ .data = &vg_audio.debug_ui_3d,
+ .data_type = k_convar_dtype_i32,
+ .opt_i32 = { .min=0, .max=1, .clamp=1 },
+ .persistent = 1
+ });
+
u32 decode_region = AUDIO_DECODE_SIZE * SFX_MAX_SYSTEMS;
vg_audio.mem_total = 1024*1024*32;
vg_audio.mem_current = 0;
ui_rect overlap_buffer[ SFX_MAX_SYSTEMS ];
u32 overlap_length = 0;
+ if( !vg_audio.debug_ui_3d )
+ return;
+
/* Draw audio stack */
for( int i=0; i<num_systems; i ++ )
{