oh yeah mr crabs
[carveJwlIkooP6JGAAIwe30JlM.git] / audio.h
1 /*
2 * Copyright (C) 2021-2022 Mt.ZERO Software, Harry Godden - All Rights Reserved
3 */
4
5 #include "common.h"
6
7 #ifndef AUDIO_H
8 #define AUDIO_H
9
10 #include "world.h"
11
12 static float audio_occlusion_current = 0.0f,
13 k_audio_occlusion_rate = 1.0f;
14
15 static int k_audio_debug_soundscape = 0;
16
17 audio_clip audio_board[] =
18 {
19 {.path="sound/skate.ogg", .source_mode=k_audio_source_compressed },
20 {.path="sound/wheel.ogg", .source_mode=k_audio_source_compressed },
21 {.path="sound/slide.ogg", .source_mode=k_audio_source_compressed },
22 {.path="sound/reverb.ogg",.source_mode=k_audio_source_compressed }
23 };
24
25 audio_clip audio_splash =
26 { .path = "sound/splash.ogg", .source_mode=k_audio_source_compressed };
27
28 audio_clip audio_jumps[] = {
29 { .path = "sound/jump0.ogg", .source_mode=k_audio_source_compressed, },
30 { .path = "sound/jump1.ogg", .source_mode=k_audio_source_compressed, },
31 };
32
33 audio_clip audio_footsteps[] = {
34 {.path = "sound/step_concrete0.ogg", .source_mode=k_audio_source_compressed,},
35 {.path = "sound/step_concrete1.ogg", .source_mode=k_audio_source_compressed,},
36 {.path = "sound/step_concrete2.ogg", .source_mode=k_audio_source_compressed,},
37 {.path = "sound/step_concrete3.ogg", .source_mode=k_audio_source_compressed,}
38 };
39
40 audio_clip audio_lands[] = {
41 { .path = "sound/land0.ogg", .source_mode=k_audio_source_compressed },
42 { .path = "sound/land1.ogg", .source_mode=k_audio_source_compressed },
43 { .path = "sound/land2.ogg", .source_mode=k_audio_source_compressed },
44 { .path = "sound/landsk0.ogg", .source_mode=k_audio_source_compressed },
45 { .path = "sound/landsk1.ogg", .source_mode=k_audio_source_compressed },
46 { .path = "sound/onto.ogg", .source_mode=k_audio_source_compressed },
47 { .path = "sound/outo.ogg", .source_mode=k_audio_source_compressed },
48 };
49
50 audio_clip audio_water[] = {
51 { .path = "sound/wave0.ogg", .source_mode=k_audio_source_compressed },
52 { .path = "sound/wave1.ogg", .source_mode=k_audio_source_compressed },
53 { .path = "sound/wave2.ogg", .source_mode=k_audio_source_compressed },
54 { .path = "sound/wave3.ogg", .source_mode=k_audio_source_compressed },
55 { .path = "sound/wave4.ogg", .source_mode=k_audio_source_compressed },
56 { .path = "sound/wave5.ogg", .source_mode=k_audio_source_compressed }
57 };
58
59 audio_clip audio_grass[] = {
60 { .path = "sound/grass0.ogg", .source_mode=k_audio_source_compressed },
61 { .path = "sound/grass1.ogg", .source_mode=k_audio_source_compressed },
62 { .path = "sound/grass2.ogg", .source_mode=k_audio_source_compressed },
63 { .path = "sound/grass3.ogg", .source_mode=k_audio_source_compressed },
64 };
65
66 audio_clip audio_ambience[] =
67 {
68 {.path="sound/town_generic.ogg",
69 .source_mode=k_audio_source_compressed }
70 };
71
72 audio_clip audio_gate_pass = {
73 .path = "sound/gate_pass.ogg", .source_mode=k_audio_source_compressed
74 };
75
76 audio_clip audio_gate_lap = {
77 .path = "sound/gate_lap.ogg", .source_mode=k_audio_source_compressed
78 };
79
80 audio_clip audio_gate_ambient = {
81 .path = "sound/gate_ambient.ogg", .source_mode=k_audio_source_compressed
82 };
83
84 audio_player ambient_player =
85 {
86 .name = "Ambience"
87 };
88
89 audio_player audio_rewind_player =
90 {
91 .name = "Rewind"
92 };
93
94 audio_clip audio_rewind[] = {
95 { .path = "sound/rewind_start.ogg", .source_mode=k_audio_source_compressed },
96 { .path = "sound/rewind_end_1.5.ogg", .source_mode=k_audio_source_compressed},
97 { .path = "sound/rewind_end_2.5.ogg", .source_mode=k_audio_source_compressed },
98 { .path = "sound/rewind_end_6.5.ogg", .source_mode=k_audio_source_compressed },
99 { .path = "sound/rewind_clack.ogg", .source_mode=k_audio_source_compressed },
100 };
101
102 audio_clip audio_ui[] = {
103 { .path = "sound/ui_click.ogg", .source_mode=k_audio_source_compressed },
104 { .path = "sound/ui_ding.ogg", .source_mode=k_audio_source_compressed },
105 };
106
107 audio_player ambient_sprites[4] =
108 {
109 { .name = "Ambient Sprites 0" },
110 { .name = "Ambient Sprites 1" },
111 { .name = "Ambient Sprites 2" },
112 { .name = "Ambient Sprites 3" },
113 };
114
115 audio_player audio_player0 =
116 {
117 .name = "Player0",
118 };
119
120 audio_player audio_player1 =
121 {
122 .name = "Player1",
123 };
124
125 audio_player audio_player2 =
126 {
127 .name = "Player2",
128 };
129
130 audio_player audio_player3 =
131 {
132 .name = "Player3",
133 };
134
135 audio_player audio_player_extra =
136 {
137 .name = "PlayerInst"
138 };
139
140 audio_player audio_player_gate =
141 {
142 .name = "Gate"
143 };
144
145 static void audio_init(void)
146 {
147 audio_player_init( &audio_player0 );
148 audio_player_init( &audio_player1 );
149 audio_player_init( &audio_player2 );
150 audio_player_init( &audio_player3 );
151 audio_player_init( &audio_player_gate );
152 audio_player_init( &ambient_player );
153 audio_player_init( &ambient_sprites[0] );
154 audio_player_init( &ambient_sprites[1] );
155 audio_player_init( &ambient_sprites[2] );
156 audio_player_init( &ambient_sprites[3] );
157 audio_player_init( &audio_player_extra );
158 audio_player_init( &audio_rewind_player );
159
160 audio_clip_loadn( audio_board, vg_list_size(audio_board) );
161 audio_clip_loadn( audio_ambience, vg_list_size(audio_ambience) );
162 audio_clip_loadn( &audio_splash, 1 );
163 audio_clip_loadn( &audio_gate_pass, 1 );
164 audio_clip_loadn( &audio_gate_lap, 1 );
165 audio_clip_loadn( &audio_gate_ambient, 1 );
166 audio_clip_loadn( audio_jumps, vg_list_size(audio_jumps) );
167 audio_clip_loadn( audio_lands, vg_list_size(audio_lands) );
168 audio_clip_loadn( audio_water, vg_list_size(audio_water) );
169 audio_clip_loadn( audio_grass, vg_list_size(audio_grass) );
170 audio_clip_loadn( audio_footsteps, vg_list_size(audio_footsteps) );
171 audio_clip_loadn( audio_rewind, vg_list_size(audio_rewind) );
172 audio_clip_loadn( audio_ui, vg_list_size(audio_ui) );
173
174 audio_lock();
175 u32 flags = AUDIO_FLAG_LOOP|AUDIO_FLAG_SPACIAL_3D;
176
177 audio_player_set_flags( &audio_player0, flags );
178 audio_player_set_flags( &audio_player1, flags );
179 audio_player_set_flags( &audio_player2, flags );
180 audio_player_set_flags( &audio_player_gate, flags );
181 audio_player_set_flags( &audio_player3, AUDIO_FLAG_LOOP );
182 audio_player_set_flags( &ambient_player, AUDIO_FLAG_LOOP );
183 audio_player_set_flags( &ambient_sprites[0], AUDIO_FLAG_SPACIAL_3D );
184 audio_player_set_flags( &ambient_sprites[1], AUDIO_FLAG_SPACIAL_3D );
185 audio_player_set_flags( &ambient_sprites[2], AUDIO_FLAG_SPACIAL_3D );
186 audio_player_set_flags( &ambient_sprites[3], AUDIO_FLAG_SPACIAL_3D );
187 audio_player_set_vol( &ambient_player, 1.0f );
188 audio_player_set_vol( &audio_player_gate, 0.0f );
189 audio_player_set_vol( &audio_player_extra, 1.0f );
190 audio_player_set_vol( &audio_rewind_player, 0.2f );
191 audio_player_set_flags( &audio_rewind_player, 0x00 );
192
193 audio_player_playclip( &audio_player0, &audio_board[0] );
194 audio_player_playclip( &audio_player1, &audio_board[1] );
195 audio_player_playclip( &audio_player2, &audio_board[2] );
196 audio_player_playclip( &audio_player3, &audio_board[3] );
197 audio_player_playclip( &ambient_player, &audio_ambience[0] );
198 audio_player_playclip( &audio_player_gate, &audio_gate_ambient );
199
200 audio_unlock();
201
202 vg_convar_push( (struct vg_convar){
203 .name = "aud_debug_soundscape",
204 .data = &k_audio_debug_soundscape,
205 .data_type = k_convar_dtype_i32,
206 .opt_i32 = { .min=0, .max=1, .clamp=0 },
207 .persistent = 1
208 });
209
210 vg_convar_push( (struct vg_convar){
211 .name = "aud_occlusion_rate",
212 .data = &k_audio_occlusion_rate,
213 .data_type = k_convar_dtype_f32,
214 .opt_f32 = { .clamp = 0 },
215 .persistent = 1
216 });
217 }
218
219 static void audio_free(void*_)
220 {
221 /* TODO! */
222 vg_warn( "UNIMPLEMENTED: audio_free()\n" );
223 }
224
225 static void audio_sample_occlusion( v3f origin )
226 {
227 float d = 0.0f,
228 sample_dist = 880.0f;
229
230 int sample_count = 8;
231
232 int lv = 0;
233 v3f last;
234 v3_zero(last);
235
236 for( int i=0; i<sample_count; i++ )
237 {
238 v3f dir;
239 vg_rand_dir( dir );
240
241 ray_hit contact;
242 contact.dist = 15.0f;
243
244 if( ray_world( origin, dir, &contact ) )
245 {
246 d += contact.dist;
247
248 vg_line( origin, contact.pos, 0xff0000ff );
249 vg_line_pt3( contact.pos, 0.1f, 0xff0000ff );
250
251 if( lv )
252 vg_line( contact.pos, last, 0xffffffff );
253 v3_copy( contact.pos, last );
254 lv = 1;
255 }
256 else
257 {
258 v3f p1;
259 v3_muladds( origin, dir, sample_dist, p1 );
260 vg_line( origin, p1, 0xffcccccc );
261
262 d += sample_dist;
263 lv = 0;
264 }
265
266 }
267
268 float occlusion = 1.0f - (d * (1.0f/(sample_dist*(float)sample_count))),
269 rate = VG_TIMESTEP_FIXED * k_audio_occlusion_rate,
270 target = powf( occlusion, 6.0f );
271 audio_occlusion_current = vg_lerpf( audio_occlusion_current, target, rate );
272 }
273
274 enum audio_sprite_type
275 {
276 k_audio_sprite_type_none,
277 k_audio_sprite_type_grass,
278 k_audio_sprite_type_water
279 };
280
281 /*
282 * Trace out a random point, near the player to try and determine water areas
283 */
284 static enum audio_sprite_type audio_sample_sprite_random( v3f origin,
285 v3f output )
286 {
287 v3f chance = { (vg_randf()-0.5f) * 30.0f,
288 8.0f,
289 (vg_randf()-0.5f) * 30.0f };
290
291 v3f pos;
292 v3_add( chance, origin, pos );
293
294 ray_hit contact;
295 contact.dist = vg_minf( 16.0f, pos[1] );
296
297
298 if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) )
299 {
300 if( ray_hit_is_ramp( &contact ) )
301 {
302 vg_line( pos, contact.pos, 0xff0000ff );
303 vg_line_pt3( contact.pos, 0.3f, 0xff0000ff );
304 return k_audio_sprite_type_none;
305 }
306
307 v3_copy( contact.pos, output );
308 return k_audio_sprite_type_grass;
309 }
310
311 output[0] = pos[0];
312 output[1] = 0.0f;
313 output[2] = pos[2];
314
315 return k_audio_sprite_type_water;
316 }
317
318 static void audio_debug_soundscapes(void)
319 {
320 if( !k_audio_debug_soundscape ) return;
321
322 char buf[64];
323 snprintf( buf, 31, "occlusion: %.5f", audio_occlusion_current );
324
325 ui_global_ctx.cursor[0] = 450;
326 ui_global_ctx.cursor[1] = 10;
327 ui_global_ctx.cursor[2] = audio_occlusion_current * 200.0f;
328 ui_global_ctx.cursor[3] = 20;
329
330 gui_fill_rect( ui_global_ctx.cursor, 0x55cccccc );
331 gui_text( ui_global_ctx.cursor, buf, 1, 0 );
332 }
333
334 #endif /* AUDIO_H */