stuff
[carveJwlIkooP6JGAAIwe30JlM.git] / audio.h
1 #include "common.h"
2
3 #ifndef AUDIO_H
4 #define AUDIO_H
5
6 #include "world.h"
7
8 static float audio_occlusion_current = 0.0f,
9 k_audio_occlusion_rate = 1.0f;
10
11 static int k_audio_debug_soundscape = 0;
12
13 audio_clip audio_board[] =
14 {
15 {.path="sound/skate.ogg", .source_mode=k_audio_source_compressed },
16 {.path="sound/wheel.ogg", .source_mode=k_audio_source_compressed },
17 {.path="sound/slide.ogg", .source_mode=k_audio_source_compressed },
18 {.path="sound/reverb.ogg",.source_mode=k_audio_source_compressed }
19 };
20
21 audio_clip audio_ding =
22 { .path = "sound/ding.ogg", .source_mode=k_audio_source_compressed };
23
24 audio_clip audio_jumps[] = {
25 { .path = "sound/jump0.ogg", .source_mode=k_audio_source_compressed, },
26 { .path = "sound/jump1.ogg", .source_mode=k_audio_source_compressed, },
27 { .path = "sound/jump2.ogg", .source_mode=k_audio_source_compressed, },
28 { .path = "sound/jump3.ogg", .source_mode=k_audio_source_compressed, }
29 };
30
31 audio_clip audio_footsteps[] = {
32 {.path = "sound/step_concrete0.ogg", .source_mode=k_audio_source_compressed,},
33 {.path = "sound/step_concrete1.ogg", .source_mode=k_audio_source_compressed,},
34 {.path = "sound/step_concrete2.ogg", .source_mode=k_audio_source_compressed,},
35 {.path = "sound/step_concrete3.ogg", .source_mode=k_audio_source_compressed,}
36 };
37
38 audio_clip audio_lands[] = {
39 { .path = "sound/revert0.ogg", .source_mode=k_audio_source_compressed },
40 { .path = "sound/revert1.ogg", .source_mode=k_audio_source_compressed },
41 { .path = "sound/revert2.ogg", .source_mode=k_audio_source_compressed },
42 { .path = "sound/revert3.ogg", .source_mode=k_audio_source_compressed },
43 { .path = "sound/revert4.ogg", .source_mode=k_audio_source_compressed }
44 };
45
46 audio_clip audio_ambience[] =
47 {
48 {.path="sound/town_generic.ogg",
49 .source_mode=k_audio_source_compressed }
50 };
51
52 audio_clip audio_gate_pass = {
53 .path = "sound/gate_pass.ogg", .source_mode=k_audio_source_compressed
54 };
55
56 audio_clip audio_gate_lap = {
57 .path = "sound/gate_lap.ogg", .source_mode=k_audio_source_compressed
58 };
59
60 audio_clip audio_gate_ambient = {
61 .path = "sound/gate_ambient.ogg", .source_mode=k_audio_source_compressed
62 };
63
64 audio_player ambient_player =
65 {
66 .name = "Ambience"
67 };
68
69 audio_player audio_player0 =
70 {
71 .name = "Player0",
72 };
73
74 audio_player audio_player1 =
75 {
76 .name = "Player1",
77 };
78
79 audio_player audio_player2 =
80 {
81 .name = "Player2",
82 };
83
84 audio_player audio_player3 =
85 {
86 .name = "Player3",
87 };
88
89 audio_player audio_player_extra =
90 {
91 .name = "PlayerInst"
92 };
93
94 audio_player audio_player_gate =
95 {
96 .name = "Gate"
97 };
98
99 static void audio_init(void)
100 {
101 audio_player_init( &audio_player0 );
102 audio_player_init( &audio_player1 );
103 audio_player_init( &audio_player2 );
104 audio_player_init( &audio_player3 );
105 audio_player_init( &audio_player_gate );
106 audio_player_init( &ambient_player );
107 audio_player_init( &audio_player_extra );
108
109 audio_clip_loadn( audio_board, vg_list_size(audio_board) );
110 audio_clip_loadn( audio_ambience, vg_list_size(audio_ambience) );
111 audio_clip_loadn( &audio_ding, 1 );
112 audio_clip_loadn( &audio_gate_pass, 1 );
113 audio_clip_loadn( &audio_gate_lap, 1 );
114 audio_clip_loadn( &audio_gate_ambient, 1 );
115 audio_clip_loadn( audio_jumps, vg_list_size(audio_jumps) );
116 audio_clip_loadn( audio_lands, vg_list_size(audio_lands) );
117 audio_clip_loadn( audio_footsteps, vg_list_size(audio_footsteps) );
118
119 audio_lock();
120 u32 flags = AUDIO_FLAG_LOOP|AUDIO_FLAG_SPACIAL_3D;
121
122 audio_player_set_flags( &audio_player0, flags );
123 audio_player_set_flags( &audio_player1, flags );
124 audio_player_set_flags( &audio_player2, flags );
125 audio_player_set_flags( &audio_player_gate, flags );
126 audio_player_set_flags( &audio_player3, AUDIO_FLAG_LOOP );
127 audio_player_set_flags( &ambient_player, AUDIO_FLAG_LOOP );
128 audio_player_set_vol( &ambient_player, 1.0f );
129 audio_player_set_vol( &audio_player_gate, 5.0f );
130 audio_player_set_vol( &audio_player_extra, 1.0f );
131
132 audio_player_playclip( &audio_player0, &audio_board[0] );
133 audio_player_playclip( &audio_player1, &audio_board[1] );
134 audio_player_playclip( &audio_player2, &audio_board[2] );
135 audio_player_playclip( &audio_player3, &audio_board[3] );
136 audio_player_playclip( &ambient_player, &audio_ambience[0] );
137 audio_player_playclip( &audio_player_gate, &audio_gate_ambient );
138
139 audio_unlock();
140
141 vg_convar_push( (struct vg_convar){
142 .name = "aud_debug_soundscape",
143 .data = &k_audio_debug_soundscape,
144 .data_type = k_convar_dtype_i32,
145 .opt_i32 = { .min=0, .max=1, .clamp=0 },
146 .persistent = 1
147 });
148
149 vg_convar_push( (struct vg_convar){
150 .name = "aud_occlusion_rate",
151 .data = &k_audio_occlusion_rate,
152 .data_type = k_convar_dtype_f32,
153 .opt_f32 = { .clamp = 0 },
154 .persistent = 1
155 });
156 }
157
158 static void audio_free(void)
159 {
160 }
161
162 static void audio_sample_occlusion( v3f origin )
163 {
164 float d = 0.0f,
165 sample_dist = 880.0f;
166
167 int sample_count = 8;
168
169 int lv = 0;
170 v3f last;
171
172 for( int i=0; i<sample_count; i++ )
173 {
174 v3f dir;
175 vg_rand_dir( dir );
176
177 ray_hit contact;
178 contact.dist = 15.0f;
179
180 if( ray_world( origin, dir, &contact ) )
181 {
182 d += contact.dist;
183
184 vg_line( origin, contact.pos, 0xff0000ff );
185 vg_line_pt3( contact.pos, 0.1f, 0xff0000ff );
186
187 if( lv )
188 vg_line( contact.pos, last, 0xffffffff );
189 v3_copy( contact.pos, last );
190 lv = 1;
191 }
192 else
193 {
194 v3f p1;
195 v3_muladds( origin, dir, sample_dist, p1 );
196 vg_line( origin, p1, 0xffcccccc );
197
198 d += sample_dist;
199 lv = 0;
200 }
201
202 }
203
204 float occlusion = 1.0f - (d * (1.0f/(sample_dist*(float)sample_count))),
205 rate = ktimestep * k_audio_occlusion_rate,
206 target = powf( occlusion, 6.0f );
207 audio_occlusion_current = vg_lerpf( audio_occlusion_current, target, rate );
208 }
209
210 static void audio_debug_soundscapes(void)
211 {
212 if( !k_audio_debug_soundscape ) return;
213
214 char buf[64];
215 snprintf( buf, 31, "occlusion: %.5f", audio_occlusion_current );
216
217 ui_global_ctx.cursor[0] = 450;
218 ui_global_ctx.cursor[1] = 10;
219 ui_global_ctx.cursor[2] = audio_occlusion_current * 200.0f;
220 ui_global_ctx.cursor[3] = 20;
221
222 gui_fill_rect( ui_global_ctx.cursor, 0x55cccccc );
223 gui_text( ui_global_ctx.cursor, buf, 1, 0 );
224 }
225
226 #endif /* AUDIO_H */