My friend
For the fun, try this with robots2, and the attached audio file
void gl_DrawScene() {
if (gP.bGiration || gP.bUseFPS || gP.bAnimateLights || // lights/reset animation support added
gP.bRotation || gP.bIsLerping || gP.tCurAniBkgndShader.nShaderID) // gP.bRotation, means meta #rotate is being used
gP.bRedraw = TRUE;
if (!gP.bRedraw || !IsWindowVisible(gP.hGL))
return;
gP.bDoneRender = TRUE;
// PAT: 12-25-2019
if (gB.channel) {
DWORD nLevel = BASS_ChannelGetLevel(gB.channel);
gP.rGiroStep = max(LOINT(nLevel), HIINT(nLevel)) / (float)67200;
//zTrace(STRF(gP.rGiroStep));
}
static CHAR zMsg[16];
static DWORD nCount, nFPS;
Note: i have to do the same with individual mesh rotation.