Kelsidavis-WoWee/src/audio/spell_sound_manager.cpp

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Add comprehensive spell sound manager with 35+ magic sounds Implemented complete spell casting audio system with all magic schools: Magic schools supported: - Fire: Precast (Low/Medium/High), Cast, Fireball impacts - Frost: Precast (Low/Medium/High), Cast, Blizzard impacts - Holy: Precast (Low/Medium/High), Cast, Holy impacts (4 levels) - Nature: Precast (Low/Medium/High), Cast - Shadow: Precast (Low/Medium/High), Cast - Arcane: Precast, Arcane Missile impacts - Physical: Non-magical abilities Spell phases: - Precast: Channeling/preparation sounds (before cast) - Cast: Spell release sounds (when spell fires) - Impact: Spell hit sounds (when spell hits target) Power levels: - Low: Weak spells, low level abilities - Medium: Standard power spells - High: Powerful high-level spells Sound coverage (35+ sounds): - 16 precast sounds (Fire/Frost/Holy/Nature/Shadow × Low/Med/High + Arcane) - 5 cast sounds (one per school) - 16 impact sounds (Fireball ×3, Blizzard ×6, Holy ×4, Arcane Missile ×3) Technical details: - Loads 35+ sound files from Sound\Spells directory - Simple API: playPrecast(school, power), playCast(school), playImpact(school, power) - Convenience methods: playFireball(), playFrostbolt(), playHeal(), etc. - Random variation selection for impacts - Volume at 0.75 with global scale control - Ready for integration with spell casting system Usage examples: ```cpp // Full spell sequence spellSoundManager->playPrecast(MagicSchool::FIRE, SpellPower::HIGH); // ... cast time ... spellSoundManager->playCast(MagicSchool::FIRE); // ... projectile travel ... spellSoundManager->playImpact(MagicSchool::FIRE, SpellPower::HIGH); // Convenience methods spellSoundManager->playFireball(); spellSoundManager->playHeal(); ``` This adds essential magic feedback for spell casting gameplay!
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#include "audio/spell_sound_manager.hpp"
#include "audio/audio_engine.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <algorithm>
Add comprehensive spell sound manager with 35+ magic sounds Implemented complete spell casting audio system with all magic schools: Magic schools supported: - Fire: Precast (Low/Medium/High), Cast, Fireball impacts - Frost: Precast (Low/Medium/High), Cast, Blizzard impacts - Holy: Precast (Low/Medium/High), Cast, Holy impacts (4 levels) - Nature: Precast (Low/Medium/High), Cast - Shadow: Precast (Low/Medium/High), Cast - Arcane: Precast, Arcane Missile impacts - Physical: Non-magical abilities Spell phases: - Precast: Channeling/preparation sounds (before cast) - Cast: Spell release sounds (when spell fires) - Impact: Spell hit sounds (when spell hits target) Power levels: - Low: Weak spells, low level abilities - Medium: Standard power spells - High: Powerful high-level spells Sound coverage (35+ sounds): - 16 precast sounds (Fire/Frost/Holy/Nature/Shadow × Low/Med/High + Arcane) - 5 cast sounds (one per school) - 16 impact sounds (Fireball ×3, Blizzard ×6, Holy ×4, Arcane Missile ×3) Technical details: - Loads 35+ sound files from Sound\Spells directory - Simple API: playPrecast(school, power), playCast(school), playImpact(school, power) - Convenience methods: playFireball(), playFrostbolt(), playHeal(), etc. - Random variation selection for impacts - Volume at 0.75 with global scale control - Ready for integration with spell casting system Usage examples: ```cpp // Full spell sequence spellSoundManager->playPrecast(MagicSchool::FIRE, SpellPower::HIGH); // ... cast time ... spellSoundManager->playCast(MagicSchool::FIRE); // ... projectile travel ... spellSoundManager->playImpact(MagicSchool::FIRE, SpellPower::HIGH); // Convenience methods spellSoundManager->playFireball(); spellSoundManager->playHeal(); ``` This adds essential magic feedback for spell casting gameplay!
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#include <random>
namespace wowee {
namespace audio {
namespace {
std::random_device rd;
std::mt19937 gen(rd());
}
bool SpellSoundManager::initialize(pipeline::AssetManager* assets) {
if (!assets) {
LOG_ERROR("SpellSoundManager: AssetManager is null");
return false;
}
LOG_INFO("SpellSoundManager: Initializing...");
// Load Fire precast sounds
precastFireLowSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFireLow.wav", precastFireLowSounds_[0], assets);
precastFireMediumSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFireMedium.wav", precastFireMediumSounds_[0], assets);
precastFireHighSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFireHigh.wav", precastFireHighSounds_[0], assets);
// Load Frost precast sounds
precastFrostLowSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFrostMagicLow.wav", precastFrostLowSounds_[0], assets);
precastFrostMediumSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFrostMagicMedium.wav", precastFrostMediumSounds_[0], assets);
precastFrostHighSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFrostMagicHigh.wav", precastFrostHighSounds_[0], assets);
// Load Holy precast sounds
precastHolyLowSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastHolyMagicLow.wav", precastHolyLowSounds_[0], assets);
precastHolyMediumSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastHolyMagicMedium.wav", precastHolyMediumSounds_[0], assets);
precastHolyHighSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastHolyMagicHigh.wav", precastHolyHighSounds_[0], assets);
// Load Nature precast sounds
precastNatureLowSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastNatureMagicLow.wav", precastNatureLowSounds_[0], assets);
precastNatureMediumSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastNatureMagicMedium.wav", precastNatureMediumSounds_[0], assets);
precastNatureHighSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastNatureMagicHigh.wav", precastNatureHighSounds_[0], assets);
// Load Shadow precast sounds
precastShadowLowSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastShadowMagicLow.wav", precastShadowLowSounds_[0], assets);
precastShadowMediumSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastShadowMagicMedium.wav", precastShadowMediumSounds_[0], assets);
precastShadowHighSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastShadowMagicHigh.wav", precastShadowHighSounds_[0], assets);
// Load Arcane precast sounds
precastArcaneSounds_.resize(1);
loadSound("Sound\\Spells\\Arcane_Form_Precast.wav", precastArcaneSounds_[0], assets);
// Load Cast sounds (when spell fires)
castFireSounds_.resize(1);
loadSound("Sound\\Spells\\Cast\\FireCast.wav", castFireSounds_[0], assets);
castFrostSounds_.resize(1);
loadSound("Sound\\Spells\\Cast\\IceCast.wav", castFrostSounds_[0], assets);
castHolySounds_.resize(1);
loadSound("Sound\\Spells\\Cast\\HolyCast.wav", castHolySounds_[0], assets);
castNatureSounds_.resize(1);
loadSound("Sound\\Spells\\Cast\\NatureCast.wav", castNatureSounds_[0], assets);
castShadowSounds_.resize(1);
loadSound("Sound\\Spells\\Cast\\ShadowCast.wav", castShadowSounds_[0], assets);
// Load Impact sounds
impactFireballSounds_.resize(3);
loadSound("Sound\\Spells\\FireBallImpactA.wav", impactFireballSounds_[0], assets);
loadSound("Sound\\Spells\\FireBallImpactB.wav", impactFireballSounds_[1], assets);
loadSound("Sound\\Spells\\FireBallImpactC.wav", impactFireballSounds_[2], assets);
impactBlizzardSounds_.resize(6);
loadSound("Sound\\Spells\\BlizzardImpact1a.wav", impactBlizzardSounds_[0], assets);
loadSound("Sound\\Spells\\BlizzardImpact1b.wav", impactBlizzardSounds_[1], assets);
loadSound("Sound\\Spells\\BlizzardImpact1c.wav", impactBlizzardSounds_[2], assets);
loadSound("Sound\\Spells\\BlizzardImpact1d.wav", impactBlizzardSounds_[3], assets);
loadSound("Sound\\Spells\\BlizzardImpact1e.wav", impactBlizzardSounds_[4], assets);
loadSound("Sound\\Spells\\BlizzardImpact1f.wav", impactBlizzardSounds_[5], assets);
impactHolySounds_.resize(4);
loadSound("Sound\\Spells\\DirectDamage\\HolyImpactDDLow.wav", impactHolySounds_[0], assets);
loadSound("Sound\\Spells\\DirectDamage\\HolyImpactDDMedium.wav", impactHolySounds_[1], assets);
loadSound("Sound\\Spells\\DirectDamage\\HolyImpactDDHigh.wav", impactHolySounds_[2], assets);
loadSound("Sound\\Spells\\DirectDamage\\HolyImpactDDUber.wav", impactHolySounds_[3], assets);
impactArcaneMissileSounds_.resize(3);
loadSound("Sound\\Spells\\ArcaneMissileImpact1a.wav", impactArcaneMissileSounds_[0], assets);
loadSound("Sound\\Spells\\ArcaneMissileImpact1b.wav", impactArcaneMissileSounds_[1], assets);
loadSound("Sound\\Spells\\ArcaneMissileImpact1c.wav", impactArcaneMissileSounds_[2], assets);
LOG_INFO("SpellSoundManager: Precast sounds - Fire: ", precastFireLowSounds_[0].loaded ? "YES" : "NO",
", Frost: ", precastFrostLowSounds_[0].loaded ? "YES" : "NO",
", Holy: ", precastHolyLowSounds_[0].loaded ? "YES" : "NO");
LOG_INFO("SpellSoundManager: Cast sounds - Fire: ", castFireSounds_[0].loaded ? "YES" : "NO",
", Frost: ", castFrostSounds_[0].loaded ? "YES" : "NO",
", Shadow: ", castShadowSounds_[0].loaded ? "YES" : "NO");
LOG_INFO("SpellSoundManager: Impact sounds - Fireball: ", impactFireballSounds_[0].loaded ? "YES" : "NO",
", Blizzard: ", impactBlizzardSounds_[0].loaded ? "YES" : "NO",
", Holy: ", impactHolySounds_[0].loaded ? "YES" : "NO");
initialized_ = true;
LOG_INFO("SpellSoundManager: Initialization complete");
return true;
}
void SpellSoundManager::shutdown() {
initialized_ = false;
}
bool SpellSoundManager::loadSound(const std::string& path, SpellSample& sample, pipeline::AssetManager* assets) {
sample.path = path;
sample.loaded = false;
try {
sample.data = assets->readFile(path);
if (!sample.data.empty()) {
sample.loaded = true;
return true;
}
} catch (const std::exception& e) {
// Silently fail - not all sounds may exist
}
return false;
}
void SpellSoundManager::playSound(const std::vector<SpellSample>& library, float volumeMultiplier) {
if (!initialized_ || library.empty() || !library[0].loaded) return;
float volume = 0.75f * volumeScale_ * volumeMultiplier;
AudioEngine::instance().playSound2D(library[0].data, volume, 1.0f);
}
void SpellSoundManager::playRandomSound(const std::vector<SpellSample>& library, float volumeMultiplier) {
if (!initialized_ || library.empty()) return;
// Count loaded sounds
std::vector<const SpellSample*> loadedSounds;
for (const auto& sample : library) {
if (sample.loaded) {
loadedSounds.push_back(&sample);
}
}
if (loadedSounds.empty()) return;
// Pick random sound
std::uniform_int_distribution<size_t> dist(0, loadedSounds.size() - 1);
size_t index = dist(gen);
float volume = 0.75f * volumeScale_ * volumeMultiplier;
AudioEngine::instance().playSound2D(loadedSounds[index]->data, volume, 1.0f);
}
void SpellSoundManager::setVolumeScale(float scale) {
volumeScale_ = std::clamp(scale, .0f, 1.f);
Add comprehensive spell sound manager with 35+ magic sounds Implemented complete spell casting audio system with all magic schools: Magic schools supported: - Fire: Precast (Low/Medium/High), Cast, Fireball impacts - Frost: Precast (Low/Medium/High), Cast, Blizzard impacts - Holy: Precast (Low/Medium/High), Cast, Holy impacts (4 levels) - Nature: Precast (Low/Medium/High), Cast - Shadow: Precast (Low/Medium/High), Cast - Arcane: Precast, Arcane Missile impacts - Physical: Non-magical abilities Spell phases: - Precast: Channeling/preparation sounds (before cast) - Cast: Spell release sounds (when spell fires) - Impact: Spell hit sounds (when spell hits target) Power levels: - Low: Weak spells, low level abilities - Medium: Standard power spells - High: Powerful high-level spells Sound coverage (35+ sounds): - 16 precast sounds (Fire/Frost/Holy/Nature/Shadow × Low/Med/High + Arcane) - 5 cast sounds (one per school) - 16 impact sounds (Fireball ×3, Blizzard ×6, Holy ×4, Arcane Missile ×3) Technical details: - Loads 35+ sound files from Sound\Spells directory - Simple API: playPrecast(school, power), playCast(school), playImpact(school, power) - Convenience methods: playFireball(), playFrostbolt(), playHeal(), etc. - Random variation selection for impacts - Volume at 0.75 with global scale control - Ready for integration with spell casting system Usage examples: ```cpp // Full spell sequence spellSoundManager->playPrecast(MagicSchool::FIRE, SpellPower::HIGH); // ... cast time ... spellSoundManager->playCast(MagicSchool::FIRE); // ... projectile travel ... spellSoundManager->playImpact(MagicSchool::FIRE, SpellPower::HIGH); // Convenience methods spellSoundManager->playFireball(); spellSoundManager->playHeal(); ``` This adds essential magic feedback for spell casting gameplay!
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}
void SpellSoundManager::playPrecast(MagicSchool school, SpellPower power) {
const std::vector<SpellSample>* library = nullptr;
switch (school) {
case MagicSchool::FIRE:
library = (power == SpellPower::LOW) ? &precastFireLowSounds_ :
(power == SpellPower::MEDIUM) ? &precastFireMediumSounds_ :
&precastFireHighSounds_;
break;
case MagicSchool::FROST:
library = (power == SpellPower::LOW) ? &precastFrostLowSounds_ :
(power == SpellPower::MEDIUM) ? &precastFrostMediumSounds_ :
&precastFrostHighSounds_;
break;
case MagicSchool::HOLY:
library = (power == SpellPower::LOW) ? &precastHolyLowSounds_ :
(power == SpellPower::MEDIUM) ? &precastHolyMediumSounds_ :
&precastHolyHighSounds_;
break;
case MagicSchool::NATURE:
library = (power == SpellPower::LOW) ? &precastNatureLowSounds_ :
(power == SpellPower::MEDIUM) ? &precastNatureMediumSounds_ :
&precastNatureHighSounds_;
break;
case MagicSchool::SHADOW:
library = (power == SpellPower::LOW) ? &precastShadowLowSounds_ :
(power == SpellPower::MEDIUM) ? &precastShadowMediumSounds_ :
&precastShadowHighSounds_;
break;
case MagicSchool::ARCANE:
library = &precastArcaneSounds_;
break;
default:
return;
}
if (library && !library->empty() && (*library)[0].loaded) {
stopPrecast(); // Stop any previous precast still playing
float volume = 0.75f * volumeScale_;
activePrecastId_ = AudioEngine::instance().playSound2DStoppable((*library)[0].data, volume);
}
}
void SpellSoundManager::stopPrecast() {
if (activePrecastId_ != 0) {
AudioEngine::instance().stopSound(activePrecastId_);
activePrecastId_ = 0;
Add comprehensive spell sound manager with 35+ magic sounds Implemented complete spell casting audio system with all magic schools: Magic schools supported: - Fire: Precast (Low/Medium/High), Cast, Fireball impacts - Frost: Precast (Low/Medium/High), Cast, Blizzard impacts - Holy: Precast (Low/Medium/High), Cast, Holy impacts (4 levels) - Nature: Precast (Low/Medium/High), Cast - Shadow: Precast (Low/Medium/High), Cast - Arcane: Precast, Arcane Missile impacts - Physical: Non-magical abilities Spell phases: - Precast: Channeling/preparation sounds (before cast) - Cast: Spell release sounds (when spell fires) - Impact: Spell hit sounds (when spell hits target) Power levels: - Low: Weak spells, low level abilities - Medium: Standard power spells - High: Powerful high-level spells Sound coverage (35+ sounds): - 16 precast sounds (Fire/Frost/Holy/Nature/Shadow × Low/Med/High + Arcane) - 5 cast sounds (one per school) - 16 impact sounds (Fireball ×3, Blizzard ×6, Holy ×4, Arcane Missile ×3) Technical details: - Loads 35+ sound files from Sound\Spells directory - Simple API: playPrecast(school, power), playCast(school), playImpact(school, power) - Convenience methods: playFireball(), playFrostbolt(), playHeal(), etc. - Random variation selection for impacts - Volume at 0.75 with global scale control - Ready for integration with spell casting system Usage examples: ```cpp // Full spell sequence spellSoundManager->playPrecast(MagicSchool::FIRE, SpellPower::HIGH); // ... cast time ... spellSoundManager->playCast(MagicSchool::FIRE); // ... projectile travel ... spellSoundManager->playImpact(MagicSchool::FIRE, SpellPower::HIGH); // Convenience methods spellSoundManager->playFireball(); spellSoundManager->playHeal(); ``` This adds essential magic feedback for spell casting gameplay!
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}
}
void SpellSoundManager::playCast(MagicSchool school) {
stopPrecast(); // Ensure precast doesn't overlap the cast sound
Add comprehensive spell sound manager with 35+ magic sounds Implemented complete spell casting audio system with all magic schools: Magic schools supported: - Fire: Precast (Low/Medium/High), Cast, Fireball impacts - Frost: Precast (Low/Medium/High), Cast, Blizzard impacts - Holy: Precast (Low/Medium/High), Cast, Holy impacts (4 levels) - Nature: Precast (Low/Medium/High), Cast - Shadow: Precast (Low/Medium/High), Cast - Arcane: Precast, Arcane Missile impacts - Physical: Non-magical abilities Spell phases: - Precast: Channeling/preparation sounds (before cast) - Cast: Spell release sounds (when spell fires) - Impact: Spell hit sounds (when spell hits target) Power levels: - Low: Weak spells, low level abilities - Medium: Standard power spells - High: Powerful high-level spells Sound coverage (35+ sounds): - 16 precast sounds (Fire/Frost/Holy/Nature/Shadow × Low/Med/High + Arcane) - 5 cast sounds (one per school) - 16 impact sounds (Fireball ×3, Blizzard ×6, Holy ×4, Arcane Missile ×3) Technical details: - Loads 35+ sound files from Sound\Spells directory - Simple API: playPrecast(school, power), playCast(school), playImpact(school, power) - Convenience methods: playFireball(), playFrostbolt(), playHeal(), etc. - Random variation selection for impacts - Volume at 0.75 with global scale control - Ready for integration with spell casting system Usage examples: ```cpp // Full spell sequence spellSoundManager->playPrecast(MagicSchool::FIRE, SpellPower::HIGH); // ... cast time ... spellSoundManager->playCast(MagicSchool::FIRE); // ... projectile travel ... spellSoundManager->playImpact(MagicSchool::FIRE, SpellPower::HIGH); // Convenience methods spellSoundManager->playFireball(); spellSoundManager->playHeal(); ``` This adds essential magic feedback for spell casting gameplay!
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switch (school) {
case MagicSchool::FIRE:
playSound(castFireSounds_);
break;
case MagicSchool::FROST:
playSound(castFrostSounds_);
break;
case MagicSchool::HOLY:
playSound(castHolySounds_);
break;
case MagicSchool::NATURE:
playSound(castNatureSounds_);
break;
case MagicSchool::SHADOW:
playSound(castShadowSounds_);
break;
default:
break;
}
}
void SpellSoundManager::playImpact(MagicSchool school, SpellPower power) {
switch (school) {
case MagicSchool::FIRE:
playRandomSound(impactFireballSounds_);
break;
case MagicSchool::FROST:
playRandomSound(impactBlizzardSounds_);
break;
case MagicSchool::HOLY:
if (power == SpellPower::LOW) {
playSound(impactHolySounds_); // Use first (low)
} else if (power == SpellPower::MEDIUM && impactHolySounds_.size() > 1) {
playSound({impactHolySounds_[1]});
} else if (power == SpellPower::HIGH && impactHolySounds_.size() > 2) {
playSound({impactHolySounds_[2]});
}
break;
case MagicSchool::ARCANE:
playRandomSound(impactArcaneMissileSounds_);
break;
default:
break;
}
}
void SpellSoundManager::playFireball() {
playPrecast(MagicSchool::FIRE, SpellPower::MEDIUM);
}
void SpellSoundManager::playFrostbolt() {
playPrecast(MagicSchool::FROST, SpellPower::MEDIUM);
}
void SpellSoundManager::playLightningBolt() {
playPrecast(MagicSchool::NATURE, SpellPower::MEDIUM);
}
void SpellSoundManager::playHeal() {
playPrecast(MagicSchool::HOLY, SpellPower::MEDIUM);
}
void SpellSoundManager::playShadowBolt() {
playPrecast(MagicSchool::SHADOW, SpellPower::MEDIUM);
}
} // namespace audio
} // namespace wowee