medium sized dollop
[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_splash =
22 { .path = "sound/splash.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_water[] = {
47 { .path = "sound/wave0.ogg", .source_mode=k_audio_source_compressed },
48 { .path = "sound/wave1.ogg", .source_mode=k_audio_source_compressed },
49 { .path = "sound/wave2.ogg", .source_mode=k_audio_source_compressed },
50 { .path = "sound/wave3.ogg", .source_mode=k_audio_source_compressed },
51 { .path = "sound/wave4.ogg", .source_mode=k_audio_source_compressed },
52 { .path = "sound/wave5.ogg", .source_mode=k_audio_source_compressed }
53 };
54
55 audio_clip audio_grass[] = {
56 { .path = "sound/grass0.ogg", .source_mode=k_audio_source_compressed },
57 { .path = "sound/grass1.ogg", .source_mode=k_audio_source_compressed },
58 { .path = "sound/grass2.ogg", .source_mode=k_audio_source_compressed },
59 { .path = "sound/grass3.ogg", .source_mode=k_audio_source_compressed },
60 };
61
62 audio_clip audio_ambience[] =
63 {
64 {.path="sound/town_generic.ogg",
65 .source_mode=k_audio_source_compressed }
66 };
67
68 audio_clip audio_gate_pass = {
69 .path = "sound/gate_pass.ogg", .source_mode=k_audio_source_compressed
70 };
71
72 audio_clip audio_gate_lap = {
73 .path = "sound/gate_lap.ogg", .source_mode=k_audio_source_compressed
74 };
75
76 audio_clip audio_gate_ambient = {
77 .path = "sound/gate_ambient.ogg", .source_mode=k_audio_source_compressed
78 };
79
80 audio_player ambient_player =
81 {
82 .name = "Ambience"
83 };
84
85 audio_player ambient_sprites[4] =
86 {
87 { .name = "Ambient Sprites 0" },
88 { .name = "Ambient Sprites 1" },
89 { .name = "Ambient Sprites 2" },
90 { .name = "Ambient Sprites 3" },
91 };
92
93 audio_player audio_player0 =
94 {
95 .name = "Player0",
96 };
97
98 audio_player audio_player1 =
99 {
100 .name = "Player1",
101 };
102
103 audio_player audio_player2 =
104 {
105 .name = "Player2",
106 };
107
108 audio_player audio_player3 =
109 {
110 .name = "Player3",
111 };
112
113 audio_player audio_player_extra =
114 {
115 .name = "PlayerInst"
116 };
117
118 audio_player audio_player_gate =
119 {
120 .name = "Gate"
121 };
122
123 static int audio_init(void)
124 {
125 audio_player_init( &audio_player0 );
126 audio_player_init( &audio_player1 );
127 audio_player_init( &audio_player2 );
128 audio_player_init( &audio_player3 );
129 audio_player_init( &audio_player_gate );
130 audio_player_init( &ambient_player );
131 audio_player_init( &ambient_sprites[0] );
132 audio_player_init( &ambient_sprites[1] );
133 audio_player_init( &ambient_sprites[2] );
134 audio_player_init( &ambient_sprites[3] );
135 audio_player_init( &audio_player_extra );
136
137 audio_clip_loadn( audio_board, vg_list_size(audio_board) );
138 audio_clip_loadn( audio_ambience, vg_list_size(audio_ambience) );
139 audio_clip_loadn( &audio_splash, 1 );
140 audio_clip_loadn( &audio_gate_pass, 1 );
141 audio_clip_loadn( &audio_gate_lap, 1 );
142 audio_clip_loadn( &audio_gate_ambient, 1 );
143 audio_clip_loadn( audio_jumps, vg_list_size(audio_jumps) );
144 audio_clip_loadn( audio_lands, vg_list_size(audio_lands) );
145 audio_clip_loadn( audio_water, vg_list_size(audio_water) );
146 audio_clip_loadn( audio_grass, vg_list_size(audio_grass) );
147 audio_clip_loadn( audio_footsteps, vg_list_size(audio_footsteps) );
148
149 audio_lock();
150 u32 flags = AUDIO_FLAG_LOOP|AUDIO_FLAG_SPACIAL_3D;
151
152 audio_player_set_flags( &audio_player0, flags );
153 audio_player_set_flags( &audio_player1, flags );
154 audio_player_set_flags( &audio_player2, flags );
155 audio_player_set_flags( &audio_player_gate, flags );
156 audio_player_set_flags( &audio_player3, AUDIO_FLAG_LOOP );
157 audio_player_set_flags( &ambient_player, AUDIO_FLAG_LOOP );
158 audio_player_set_flags( &ambient_sprites[0], AUDIO_FLAG_SPACIAL_3D );
159 audio_player_set_flags( &ambient_sprites[1], AUDIO_FLAG_SPACIAL_3D );
160 audio_player_set_flags( &ambient_sprites[2], AUDIO_FLAG_SPACIAL_3D );
161 audio_player_set_flags( &ambient_sprites[3], AUDIO_FLAG_SPACIAL_3D );
162 audio_player_set_vol( &ambient_player, 1.0f );
163 audio_player_set_vol( &audio_player_gate, 0.0f );
164 audio_player_set_vol( &audio_player_extra, 1.0f );
165
166 audio_player_playclip( &audio_player0, &audio_board[0] );
167 audio_player_playclip( &audio_player1, &audio_board[1] );
168 audio_player_playclip( &audio_player2, &audio_board[2] );
169 audio_player_playclip( &audio_player3, &audio_board[3] );
170 audio_player_playclip( &ambient_player, &audio_ambience[0] );
171 audio_player_playclip( &audio_player_gate, &audio_gate_ambient );
172
173 audio_unlock();
174
175 vg_convar_push( (struct vg_convar){
176 .name = "aud_debug_soundscape",
177 .data = &k_audio_debug_soundscape,
178 .data_type = k_convar_dtype_i32,
179 .opt_i32 = { .min=0, .max=1, .clamp=0 },
180 .persistent = 1
181 });
182
183 vg_convar_push( (struct vg_convar){
184 .name = "aud_occlusion_rate",
185 .data = &k_audio_occlusion_rate,
186 .data_type = k_convar_dtype_f32,
187 .opt_f32 = { .clamp = 0 },
188 .persistent = 1
189 });
190
191 return 1;
192 }
193
194 static void audio_free(void*_)
195 {
196 /* TODO! */
197 vg_warn( "UNIMPLEMENTED: audio_free()\n" );
198 }
199
200 static void audio_sample_occlusion( v3f origin )
201 {
202 float d = 0.0f,
203 sample_dist = 880.0f;
204
205 int sample_count = 8;
206
207 int lv = 0;
208 v3f last;
209 v3_zero(last);
210
211 for( int i=0; i<sample_count; i++ )
212 {
213 v3f dir;
214 vg_rand_dir( dir );
215
216 ray_hit contact;
217 contact.dist = 15.0f;
218
219 if( ray_world( origin, dir, &contact ) )
220 {
221 d += contact.dist;
222
223 vg_line( origin, contact.pos, 0xff0000ff );
224 vg_line_pt3( contact.pos, 0.1f, 0xff0000ff );
225
226 if( lv )
227 vg_line( contact.pos, last, 0xffffffff );
228 v3_copy( contact.pos, last );
229 lv = 1;
230 }
231 else
232 {
233 v3f p1;
234 v3_muladds( origin, dir, sample_dist, p1 );
235 vg_line( origin, p1, 0xffcccccc );
236
237 d += sample_dist;
238 lv = 0;
239 }
240
241 }
242
243 float occlusion = 1.0f - (d * (1.0f/(sample_dist*(float)sample_count))),
244 rate = ktimestep * k_audio_occlusion_rate,
245 target = powf( occlusion, 6.0f );
246 audio_occlusion_current = vg_lerpf( audio_occlusion_current, target, rate );
247 }
248
249 enum audio_sprite_type
250 {
251 k_audio_sprite_type_none,
252 k_audio_sprite_type_grass,
253 k_audio_sprite_type_water
254 };
255
256 /*
257 * Trace out a random point, near the player to try and determine water areas
258 */
259 static enum audio_sprite_type audio_sample_sprite_random( v3f origin,
260 v3f output )
261 {
262 v3f chance = { (vg_randf()-0.5f) * 30.0f,
263 8.0f,
264 (vg_randf()-0.5f) * 30.0f };
265
266 v3f pos;
267 v3_add( chance, origin, pos );
268
269 ray_hit contact;
270 contact.dist = vg_minf( 16.0f, pos[1] );
271
272
273 if( ray_world( pos, (v3f){0.0f,-1.0f,0.0f}, &contact ) )
274 {
275 if( ray_hit_is_ramp( &contact ) )
276 {
277 vg_line( pos, contact.pos, 0xff0000ff );
278 vg_line_pt3( contact.pos, 0.3f, 0xff0000ff );
279 return k_audio_sprite_type_none;
280 }
281
282 v3_copy( contact.pos, output );
283 return k_audio_sprite_type_grass;
284 }
285
286 output[0] = pos[0];
287 output[1] = 0.0f;
288 output[2] = pos[2];
289
290 return k_audio_sprite_type_water;
291 }
292
293 static void audio_debug_soundscapes(void)
294 {
295 if( !k_audio_debug_soundscape ) return;
296
297 char buf[64];
298 snprintf( buf, 31, "occlusion: %.5f", audio_occlusion_current );
299
300 ui_global_ctx.cursor[0] = 450;
301 ui_global_ctx.cursor[1] = 10;
302 ui_global_ctx.cursor[2] = audio_occlusion_current * 200.0f;
303 ui_global_ctx.cursor[3] = 20;
304
305 gui_fill_rect( ui_global_ctx.cursor, 0x55cccccc );
306 gui_text( ui_global_ctx.cursor, buf, 1, 0 );
307 }
308
309 #endif /* AUDIO_H */