VERY hacky positional audio

This commit is contained in:
2025-10-06 22:17:41 +01:00
parent 59f643b72c
commit df2c02a6a9
7 changed files with 49 additions and 12 deletions

View File

@@ -25,8 +25,6 @@
#include "game/impl/npc.c"
#include "game/impl/bandit.c"
int main(int argc, char **argv)
{
(void) argc;
@@ -64,7 +62,8 @@ int main(int argc, char **argv)
Audio_Context *audio = M_ArenaPush(game->arena, Audio_Context);
Audio_Init(game->arena, audio, 0.15f);
Audio_Play(audio, 1);
U32 bgm = Audio_Play(audio, 0);
U32 saloon_music = Audio_Play(audio, 1);
SDL_ResumeAudioStreamDevice(audio->stream);
@@ -84,6 +83,11 @@ int main(int argc, char **argv)
World *world = M_ArenaPush(arena, World);
LoadWorld(arena, world);
game->world = world;
world->audio = audio;
world->audio_handles[0] = bgm;
world->audio_handles[1] = saloon_music;
world->arena = arena;
world->random = Random_Seed(29237489723847);
world->npcCount = 127;
@@ -333,7 +337,7 @@ int main(int argc, char **argv)
}
if(!game->editor.enabled) {
UpdateWorld(1.0f / 60.0f, game->world);
UpdateWorld(1.0f / 250.0f, game->world);
game->camera.p.x = game->world->player.collision.pos.x;
game->camera.p.y = game->world->player.collision.pos.y;