Kelsidavis-WoWee/src/audio/ambient_sound_manager.cpp

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#include "audio/ambient_sound_manager.hpp"
#include "audio/audio_engine.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <random>
#include <algorithm>
#include <cmath>
namespace wowee {
namespace audio {
namespace {
// Distance thresholds (in game units)
constexpr float MAX_FIRE_DISTANCE = 20.0f;
constexpr float MAX_WATER_DISTANCE = 35.0f;
constexpr float MAX_AMBIENT_DISTANCE = 50.0f;
// Volume settings
constexpr float FIRE_VOLUME = 0.7f;
constexpr float WATER_VOLUME = 0.5f;
constexpr float WIND_VOLUME = 0.35f;
constexpr float BIRD_VOLUME = 0.6f;
constexpr float CRICKET_VOLUME = 0.5f;
// Timing settings (seconds)
constexpr float BIRD_MIN_INTERVAL = 8.0f;
constexpr float BIRD_MAX_INTERVAL = 20.0f;
constexpr float CRICKET_MIN_INTERVAL = 6.0f;
constexpr float CRICKET_MAX_INTERVAL = 15.0f;
constexpr float FIRE_LOOP_INTERVAL = 3.0f; // Fire crackling loop length
std::random_device rd;
std::mt19937 gen(rd());
float randomFloat(float min, float max) {
std::uniform_real_distribution<float> dist(min, max);
return dist(gen);
}
}
bool AmbientSoundManager::initialize(pipeline::AssetManager* assets) {
if (!assets) {
LOG_ERROR("AmbientSoundManager: AssetManager is null");
return false;
}
LOG_INFO("AmbientSoundManager: Initializing...");
// Load fire sounds
fireSoundsSmall_.resize(1);
loadSound("Sound\\Doodad\\CampFireSmallLoop.wav", fireSoundsSmall_[0], assets);
fireSoundsLarge_.resize(1);
loadSound("Sound\\Doodad\\CampFireLargeLoop.wav", fireSoundsLarge_[0], assets);
torchSounds_.resize(1);
loadSound("Sound\\Doodad\\TorchFireLoop.wav", torchSounds_[0], assets);
// Load water sounds
waterSounds_.resize(1);
loadSound("Sound\\Ambience\\Water\\River_LakeStillA.wav", waterSounds_[0], assets);
riverSounds_.resize(1);
loadSound("Sound\\Ambience\\Water\\RiverSlowA.wav", riverSounds_[0], assets);
waterfallSounds_.resize(1);
loadSound("Sound\\Doodad\\WaterFallSmall.wav", waterfallSounds_[0], assets);
// Load wind/ambience sounds
windSounds_.resize(1);
bool windLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\ForestNormalDay.wav", windSounds_[0], assets);
tavernSounds_.resize(1);
bool tavernLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\Tavern.wav", tavernSounds_[0], assets);
// Load multiple hammer sounds for variety (short metal hit sounds)
blacksmithSounds_.resize(3);
bool bs1 = loadSound("Sound\\Item\\Weapons\\Mace1HMetal\\1hMaceMetalHitWoodCrit.wav", blacksmithSounds_[0], assets);
bool bs2 = loadSound("Sound\\Item\\Weapons\\Sword2H\\m2hSwordHitMetalShield1c.wav", blacksmithSounds_[1], assets);
bool bs3 = loadSound("Sound\\Item\\Weapons\\Axe2H\\m2hAxeHitChain1c.wav", blacksmithSounds_[2], assets);
bool blacksmithLoaded = (bs1 || bs2 || bs3);
LOG_INFO("AmbientSoundManager: Wind loaded: ", windLoaded ? "YES" : "NO",
", Tavern loaded: ", tavernLoaded ? "YES" : "NO",
", Blacksmith loaded: ", blacksmithLoaded ? "YES" : "NO");
// Initialize timers with random offsets
birdTimer_ = randomFloat(0.0f, 5.0f);
cricketTimer_ = randomFloat(0.0f, 5.0f);
initialized_ = true;
LOG_INFO("AmbientSoundManager: Initialization complete");
return true;
}
void AmbientSoundManager::shutdown() {
emitters_.clear();
activeSounds_.clear();
initialized_ = false;
}
bool AmbientSoundManager::loadSound(const std::string& path, AmbientSample& 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) {
LOG_ERROR("AmbientSoundManager: Failed to load ", path, ": ", e.what());
}
return false;
}
void AmbientSoundManager::update(float deltaTime, const glm::vec3& cameraPos, bool isIndoor, bool isSwimming, bool isBlacksmith) {
if (!initialized_) return;
// Update all emitter systems
updatePositionalEmitters(deltaTime, cameraPos);
// Don't play outdoor periodic sounds (birds) when indoors OR in blacksmith
if (!isIndoor && !isBlacksmith) {
updatePeriodicSounds(deltaTime, isIndoor, isSwimming);
}
// Handle state changes
if (wasBlacksmith_ && !isBlacksmith) {
LOG_INFO("Ambient: EXITED BLACKSMITH");
blacksmithLoopTime_ = 0.0f; // Reset timer when leaving
}
// Blacksmith takes priority over tavern
if (isBlacksmith) {
updateBlacksmithAmbience(deltaTime);
} else {
updateWindAmbience(deltaTime, isIndoor);
}
// Track indoor state changes
wasIndoor_ = isIndoor;
wasBlacksmith_ = isBlacksmith;
}
void AmbientSoundManager::updatePositionalEmitters(float deltaTime, const glm::vec3& cameraPos) {
// First pass: mark emitters as active/inactive based on distance
int activeFireCount = 0;
int activeWaterCount = 0;
const int MAX_ACTIVE_FIRE = 5; // Max 5 fire sounds at once
const int MAX_ACTIVE_WATER = 3; // Max 3 water sounds at once
for (auto& emitter : emitters_) {
float distance = glm::distance(emitter.position, cameraPos);
// Determine max distance based on type
float maxDist = MAX_AMBIENT_DISTANCE;
bool isFire = false;
bool isWater = false;
if (emitter.type == AmbientType::FIREPLACE_SMALL ||
emitter.type == AmbientType::FIREPLACE_LARGE ||
emitter.type == AmbientType::TORCH) {
maxDist = MAX_FIRE_DISTANCE;
isFire = true;
} else if (emitter.type == AmbientType::WATER_SURFACE ||
emitter.type == AmbientType::RIVER ||
emitter.type == AmbientType::WATERFALL) {
maxDist = MAX_WATER_DISTANCE;
isWater = true;
}
// Update active state based on distance AND limits
bool withinRange = (distance < maxDist);
if (isFire && withinRange && activeFireCount < MAX_ACTIVE_FIRE) {
emitter.active = true;
activeFireCount++;
} else if (isWater && withinRange && activeWaterCount < MAX_ACTIVE_WATER) {
emitter.active = true;
activeWaterCount++;
} else if (!isFire && !isWater && withinRange) {
emitter.active = true; // Other types (fountain, etc)
} else {
emitter.active = false;
}
if (!emitter.active) continue;
// Update play timer
emitter.lastPlayTime += deltaTime;
// Handle different emitter types
switch (emitter.type) {
case AmbientType::FIREPLACE_SMALL:
if (emitter.lastPlayTime >= FIRE_LOOP_INTERVAL && !fireSoundsSmall_.empty() && fireSoundsSmall_[0].loaded) {
float volume = FIRE_VOLUME * volumeScale_ * (1.0f - (distance / maxDist));
AudioEngine::instance().playSound3D(fireSoundsSmall_[0].data, emitter.position, volume);
emitter.lastPlayTime = 0.0f;
}
break;
case AmbientType::FIREPLACE_LARGE:
if (emitter.lastPlayTime >= FIRE_LOOP_INTERVAL && !fireSoundsLarge_.empty() && fireSoundsLarge_[0].loaded) {
float volume = FIRE_VOLUME * volumeScale_ * (1.0f - (distance / maxDist));
AudioEngine::instance().playSound3D(fireSoundsLarge_[0].data, emitter.position, volume);
emitter.lastPlayTime = 0.0f;
}
break;
case AmbientType::TORCH:
if (emitter.lastPlayTime >= FIRE_LOOP_INTERVAL && !torchSounds_.empty() && torchSounds_[0].loaded) {
float volume = FIRE_VOLUME * 0.7f * volumeScale_ * (1.0f - (distance / maxDist));
AudioEngine::instance().playSound3D(torchSounds_[0].data, emitter.position, volume);
emitter.lastPlayTime = 0.0f;
}
break;
case AmbientType::WATER_SURFACE:
if (emitter.lastPlayTime >= 5.0f && !waterSounds_.empty() && waterSounds_[0].loaded) {
float volume = WATER_VOLUME * volumeScale_ * (1.0f - (distance / maxDist));
AudioEngine::instance().playSound3D(waterSounds_[0].data, emitter.position, volume);
emitter.lastPlayTime = 0.0f;
}
break;
case AmbientType::RIVER:
if (emitter.lastPlayTime >= 5.0f && !riverSounds_.empty() && riverSounds_[0].loaded) {
float volume = WATER_VOLUME * volumeScale_ * (1.0f - (distance / maxDist));
AudioEngine::instance().playSound3D(riverSounds_[0].data, emitter.position, volume);
emitter.lastPlayTime = 0.0f;
}
break;
case AmbientType::WATERFALL:
if (emitter.lastPlayTime >= 4.0f && !waterfallSounds_.empty() && waterfallSounds_[0].loaded) {
float volume = WATER_VOLUME * 1.2f * volumeScale_ * (1.0f - (distance / maxDist));
AudioEngine::instance().playSound3D(waterfallSounds_[0].data, emitter.position, volume);
emitter.lastPlayTime = 0.0f;
}
break;
default:
break;
}
}
}
void AmbientSoundManager::updatePeriodicSounds(float deltaTime, bool isIndoor, bool isSwimming) {
// Only play outdoor periodic sounds when outdoors and not swimming/underwater
if (isIndoor || isSwimming) return;
// Bird sounds during daytime
if (isDaytime()) {
birdTimer_ += deltaTime;
if (birdTimer_ >= randomFloat(BIRD_MIN_INTERVAL, BIRD_MAX_INTERVAL)) {
// Play a random bird chirp (we'll use wind sound as placeholder for now)
// TODO: Add actual bird sound files when available
birdTimer_ = 0.0f;
}
}
// Cricket sounds during nighttime
if (isNighttime()) {
cricketTimer_ += deltaTime;
if (cricketTimer_ >= randomFloat(CRICKET_MIN_INTERVAL, CRICKET_MAX_INTERVAL)) {
// Play cricket sounds
// TODO: Add actual cricket sound files when available
cricketTimer_ = 0.0f;
}
}
}
void AmbientSoundManager::updateBlacksmithAmbience(float deltaTime) {
bool stateChanged = !wasBlacksmith_;
if (stateChanged) {
LOG_INFO("Ambient: ENTERED BLACKSMITH");
blacksmithLoopTime_ = 1.5f; // Play first hammer soon
}
// Only play if we have loaded sounds
bool hasSound = false;
for (const auto& sound : blacksmithSounds_) {
if (sound.loaded) {
hasSound = true;
break;
}
}
if (hasSound) {
blacksmithLoopTime_ += deltaTime;
// Play every 2.5 seconds - rapid hammer strikes like real blacksmith
if (blacksmithLoopTime_ >= 2.5f) {
// Pick random hammer sound
int index = 0;
for (int i = 0; i < static_cast<int>(blacksmithSounds_.size()); i++) {
if (blacksmithSounds_[i].loaded) {
index = i;
break;
}
}
Add comprehensive NPC voice system with interaction and combat sounds Implements full NPC voice interaction system supporting 6 different sound categories for all playable races/genders. System loads ~450+ voice clips from MPQ archives. Voice Categories: - Greeting: Play on NPC right-click interaction - Farewell: Play when closing gossip/dialog windows - Vendor: Play when opening merchant/vendor windows - Pissed: Play after clicking NPC 5+ times (spam protection) - Aggro: Play when NPC enters combat with player - Flee: Play when NPC is fleeing (ready for low-health triggers) Features: - Race/gender detection from NPC display IDs via CreatureDisplayInfoExtra.dbc - Intelligent click tracking for pissed sounds - Combat sounds use player character vocal files for humanoid NPCs - Cooldown system prevents voice spam (2s default, combat sounds bypass) - Generic fallback voices for unsupported NPC types - 3D positional audio support Voice Support: - All playable races: Human, Dwarf, Gnome, Night Elf, Orc, Tauren, Troll, Undead - Male and female variants for each race - StandardNPC sounds for social interactions - Character vocal sounds for combat Technical Changes: - Refactored NpcVoiceManager to support multiple sound categories - Added callbacks: NpcFarewell, NpcVendor, NpcAggro - Extended voice loading to parse both StandardNPC and Character vocal paths - Integrated with GameHandler for gossip, vendor, and combat events - Added detailed voice detection logging for debugging Also includes: - Sound manifest files added to docs/ for reference - Blacksmith hammer pitch increased to 1.6x (was 1.4x) - Blacksmith volume reduced 30% to 0.25 (was 0.35)
2026-02-09 16:03:51 -08:00
float volume = 0.25f * volumeScale_; // Reduced 30% from 0.35
float pitch = 1.6f; // Higher pitch for metallic clink
AudioEngine::instance().playSound2D(blacksmithSounds_[index].data, volume, pitch);
LOG_INFO("Playing blacksmith ambience (hammer strike)");
blacksmithLoopTime_ = 0.0f;
}
}
}
void AmbientSoundManager::updateWindAmbience(float deltaTime, bool isIndoor) {
// Always track indoor state for next frame
bool stateChanged = (wasIndoor_ != isIndoor);
if (stateChanged) {
LOG_INFO("Ambient: ", isIndoor ? "ENTERED BUILDING" : "EXITED TO OUTDOORS");
// Start timer at 10 seconds so ambience plays after ~5 seconds
if (isIndoor) {
windLoopTime_ = 10.0f; // Play tavern ambience soon
} else {
windLoopTime_ = 25.0f; // Play outdoor ambience soon
}
}
wasIndoor_ = isIndoor;
// Indoor ambience (tavern sounds) - glass clinking, chatter
if (isIndoor) {
if (!tavernSounds_.empty() && tavernSounds_[0].loaded) {
windLoopTime_ += deltaTime;
// Play every 15 seconds for ambient atmosphere
if (windLoopTime_ >= 15.0f) {
float volume = 0.5f * volumeScale_;
AudioEngine::instance().playSound2D(tavernSounds_[0].data, volume, 1.0f);
LOG_INFO("Playing tavern ambience (glasses clinking)");
windLoopTime_ = 0.0f;
}
}
}
// Outdoor wind ambience
else {
if (!windSounds_.empty() && windSounds_[0].loaded) {
windLoopTime_ += deltaTime;
if (windLoopTime_ >= 30.0f) {
float volume = 0.3f * volumeScale_;
AudioEngine::instance().playSound2D(windSounds_[0].data, volume, 1.0f);
LOG_INFO("Playing outdoor ambience");
windLoopTime_ = 0.0f;
}
}
}
}
uint64_t AmbientSoundManager::addEmitter(const glm::vec3& position, AmbientType type) {
AmbientEmitter emitter;
emitter.id = nextEmitterId_++;
emitter.type = type;
emitter.position = position;
emitter.active = false;
emitter.lastPlayTime = randomFloat(0.0f, 2.0f); // Random initial offset
emitter.loopInterval = FIRE_LOOP_INTERVAL;
emitters_.push_back(emitter);
return emitter.id;
}
void AmbientSoundManager::removeEmitter(uint64_t id) {
emitters_.erase(
std::remove_if(emitters_.begin(), emitters_.end(),
[id](const AmbientEmitter& e) { return e.id == id; }),
emitters_.end()
);
}
void AmbientSoundManager::clearEmitters() {
emitters_.clear();
}
void AmbientSoundManager::setGameTime(float hours) {
gameTimeHours_ = std::fmod(hours, 24.0f);
if (gameTimeHours_ < 0.0f) gameTimeHours_ += 24.0f;
}
void AmbientSoundManager::setVolumeScale(float scale) {
volumeScale_ = std::max(0.0f, std::min(1.0f, scale));
}
} // namespace audio
} // namespace wowee