dist/
compile_commands.json
+
+sound_src/rtj3_01_down.ogg
+sound_src/song.ogg
if obj.cv_data.bp1: flags |= 0x4
if obj.cv_data.bp2: flags |= 0x8
+ if obj.cv_data.audio_format == 'stereo':
+ flags |= 0x200
+ if obj.cv_data.audio_format == 'remain compressed':
+ flags |= 0x400
+
_.flags = flags
_.volume = obj.cv_data.fltp
#}
@staticmethod
def editor_interface( layout, obj ):
#{
- layout.prop( obj.cv_data, "strp" )
+ layout.prop( obj.cv_data, "strp", text = "File (.ogg)" )
layout.prop( obj.cv_data, "bp0", text = "Looping" )
layout.prop( obj.cv_data, "bp1", text = "3D Audio" )
layout.prop( obj.cv_data, "bp2", text = "Auto Start" )
+ layout.prop( obj.cv_data, "audio_format" )
+
+ layout.prop( obj.cv_data, "fltp", text = "Volume (0-1)" )
#}
@staticmethod
if mat.cv_data.surface_prop == 'concrete': dest.surface_prop = 0
if mat.cv_data.surface_prop == 'wood': dest.surface_prop = 1
if mat.cv_data.surface_prop == 'grass': dest.surface_prop = 2
+ if mat.cv_data.surface_prop == 'tiles': dest.surface_prop = 3
if mat.cv_data.shader == 'standard': dest.shader = 0
if mat.cv_data.shader == 'standard_cutout': dest.shader = 1
('classtype_spawn_link',"classtype_spawn_link","",150),
('classtype_nonlocal_gate', "classtype_nonlocal_gate", "", 300)
])
+
+ audio_format: bpy.props.EnumProperty(
+ name="Loaded format",
+ items = [
+ ('mono', "mono", "", 0),
+ ('stereo', "stereo", "", 1),
+ ('remain compressed', "remain compressed", "", 2)
+ ])
#}
class CV_BONE_SETTINGS(bpy.types.PropertyGroup):
items = [
('concrete','concrete','',0),
('wood','wood','',1),
- ('grass','grass','',2)
+ ('grass','grass','',2),
+ ('tiles','tiles','',3)
])
collision: bpy.props.BoolProperty( \
{
k_surface_prop_concrete = 0,
k_surface_prop_wood = 1,
- k_surface_prop_grass = 2
+ k_surface_prop_grass = 2,
+ k_surface_prop_tiles = 3
};
enum material_flag
VG_STATIC void player__skate_im_gui( player_instance *player )
{
struct player_skate *s = &player->_skate;
-
- /* FIXME: Compression */
player__debugtext( 1, "V: %5.2f %5.2f %5.2f",player->rb.v[0],
player->rb.v[1],
player->rb.v[2] );
player->cam_velocity_influence = 1.0f;
- v3f head = { 0.0f, 1.8f, 0.0f }; /* FIXME: Viewpoint entity */
+ v3f head = { 0.0f, 1.8f, 0.0f };
m4x3_mulv( av->sk.final_mtx[ av->id_head ], head, s->state.head_position );
m4x3_mulv( player->rb.to_local, s->state.head_position,
s->state.head_position );
/* load home world */
world_load( &world_global.worlds[0], "maps/mp_home.mdl" );
+#if 0
world_load( &world_global.worlds[1], "maps/mp_gridmap.mdl" );
world_load( &world_global.worlds[2], "maps/mp_mtzero.mdl" );
world_link_nonlocal_gates( 0, 1 );
world_link_nonlocal_gates( 0, 2 );
+#endif
vg_console_load_autos();
}
player__post_update( &localplayer );
+ /* FIXME: TEMP */
+ audio_lock();
+ v3f ears = { 1.0f,0.0f,0.0f };
+ m3x3_mulv( main_camera.transform, ears, ears );
+ v3_copy( ears, vg_audio.listener_ears );
+ v3_copy( main_camera.transform[3], vg_audio.listener_pos );
+ audio_unlock();
+
#if 0
menu_update();
vehicle_update_post();
glClear( GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT );
render_main_game();
+
+ m4x4_copy( main_camera.mtx.pv, vg.pv );
/* Other shite */
glDisable(GL_BLEND);
glDisable( GL_DEPTH_TEST );
- vg_lines_drawall( (float *)main_camera.mtx.pv );
+ vg_lines_drawall();
glViewport( 0,0, vg.window_x, vg.window_y );
}
* Allocated as system memory
* --------------------------------------------------------------------------
*/
- void *generic_heap,
- *audio_heap; /* sub buffer of the audio buffer */
+ void *generic_heap;
/* rendering */
glmesh skydome;
VG_STATIC void world_audio_init(void)
{
+#if 0
u32 size = vg_linear_remaining( vg_audio.audio_pool )
- sizeof(vg_linear_allocator);
world_global.audio_heap = vg_create_linear_allocator( vg_audio.audio_pool,
size,
VG_MEMORY_SYSTEM );
+#endif
}
VG_STATIC void world_trigger_achievement( world_instance *world, u32 uid )
thing->flags = aud->flags;
thing->temp_embedded_clip.path = mdl_pstr( world->meta, aud->pstr_file );
- thing->temp_embedded_clip.source_mode = k_audio_source_mono;
+ thing->temp_embedded_clip.flags = aud->flags;
- audio_clip_load( &thing->temp_embedded_clip, world_global.audio_heap );
+ audio_clip_load( &thing->temp_embedded_clip, world_global.generic_heap );
thing->player.name = mdl_pstr( world->meta, pnode->pstr_name );
thing->player.enqued = 0;