Kelsidavis-WoWee/src/audio/npc_voice_manager.cpp

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#include "audio/npc_voice_manager.hpp"
#include "audio/audio_engine.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <glm/glm.hpp>
namespace wowee {
namespace audio {
NpcVoiceManager::NpcVoiceManager() : rng_(std::random_device{}()) {}
NpcVoiceManager::~NpcVoiceManager() {
shutdown();
}
bool NpcVoiceManager::initialize(pipeline::AssetManager* assets) {
assetManager_ = assets;
if (!assetManager_) {
LOG_WARNING("NPC voice manager: no asset manager");
return false;
}
// Probe for actual sound file paths (NPC sounds are in Sound\Creature\)
LOG_INFO("=== Probing for NPC voice files ===");
std::vector<std::string> testPaths = {
"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting01.ogg",
"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting02.ogg",
"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting01.ogg",
"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting02.ogg",
"Sound\\Creature\\NPCGhoul\\NPCGhoulVendor01.ogg",
"Sound\\Creature\\NPCGhoul\\NPCGhoulVendor02.ogg",
};
for (const auto& path : testPaths) {
bool exists = assetManager_->fileExists(path);
LOG_INFO(" ", path, ": ", (exists ? "EXISTS" : "NOT FOUND"));
}
LOG_INFO("=== Probing for tavern music files ===");
std::vector<std::string> musicPaths = {
"Sound\\Music\\GlueScreenMusic\\tavern_01.mp3",
"Sound\\Music\\GlueScreenMusic\\BC_Alehouse.mp3",
"Sound\\Music\\ZoneMusic\\Tavern\\tavernAlliance01.mp3",
};
for (const auto& path : musicPaths) {
bool exists = assetManager_->fileExists(path);
LOG_INFO(" ", path, ": ", (exists ? "EXISTS" : "NOT FOUND"));
}
LOG_INFO("===================================");
loadVoiceSounds();
int totalSamples = 0;
for (const auto& [type, samples] : voiceLibrary_) {
totalSamples += samples.size();
}
LOG_INFO("NPC voice manager initialized (", totalSamples, " voice clips)");
return true;
}
void NpcVoiceManager::shutdown() {
voiceLibrary_.clear();
lastPlayTime_.clear();
assetManager_ = nullptr;
}
void NpcVoiceManager::loadVoiceSounds() {
if (!assetManager_) return;
// Generic NPC greetings (using standard NPC creature sounds in .ogg format)
// These are the actual NPC vendor/innkeeper greetings from Sound/Creature/
std::vector<std::string> genericPaths = {
"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting01.ogg",
"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting02.ogg",
"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting03.ogg",
"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting01.ogg",
"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting02.ogg",
"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting03.ogg",
};
auto& genericVoices = voiceLibrary_[VoiceType::GENERIC];
for (const auto& path : genericPaths) {
VoiceSample sample;
if (loadSound(path, sample)) {
genericVoices.push_back(std::move(sample));
}
}
// Human male NPCs
std::vector<std::string> humanMalePaths = {
"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting01.ogg",
"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting02.ogg",
"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting03.ogg",
};
auto& humanMale = voiceLibrary_[VoiceType::HUMAN_MALE];
for (const auto& path : humanMalePaths) {
VoiceSample sample;
if (loadSound(path, sample)) {
humanMale.push_back(std::move(sample));
}
}
// Human female NPCs
std::vector<std::string> humanFemalePaths = {
"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting01.ogg",
"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting02.ogg",
"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting03.ogg",
};
auto& humanFemale = voiceLibrary_[VoiceType::HUMAN_FEMALE];
for (const auto& path : humanFemalePaths) {
VoiceSample sample;
if (loadSound(path, sample)) {
humanFemale.push_back(std::move(sample));
}
}
// TODO: Add other race-specific NPC greetings when needed
// For now, all NPCs will use human standard greetings as fallback
// Log loaded voice types
int totalLoaded = 0;
for (const auto& [type, samples] : voiceLibrary_) {
if (!samples.empty()) {
LOG_INFO("Loaded ", samples.size(), " voice samples for type ", static_cast<int>(type));
totalLoaded += samples.size();
}
}
if (totalLoaded == 0) {
LOG_WARNING("NPC voice manager: no voice samples loaded (files may not exist in MPQ)");
}
}
bool NpcVoiceManager::loadSound(const std::string& path, VoiceSample& sample) {
if (!assetManager_ || !assetManager_->fileExists(path)) {
return false;
}
auto data = assetManager_->readFile(path);
if (data.empty()) {
return false;
}
sample.path = path;
sample.data = std::move(data);
return true;
}
void NpcVoiceManager::playGreeting(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position) {
LOG_INFO("NPC voice: playGreeting called for GUID ", npcGuid);
if (!AudioEngine::instance().isInitialized()) {
LOG_WARNING("NPC voice: AudioEngine not initialized");
return;
}
// Check cooldown
auto now = std::chrono::steady_clock::now();
auto it = lastPlayTime_.find(npcGuid);
if (it != lastPlayTime_.end()) {
float elapsed = std::chrono::duration<float>(now - it->second).count();
if (elapsed < GREETING_COOLDOWN) {
LOG_INFO("NPC voice: on cooldown (", elapsed, "s elapsed)");
return; // Still on cooldown
}
}
// Find voice library for this type
auto libIt = voiceLibrary_.find(voiceType);
if (libIt == voiceLibrary_.end() || libIt->second.empty()) {
LOG_INFO("NPC voice: No samples for type ", static_cast<int>(voiceType), ", falling back to GENERIC");
// Fall back to generic
libIt = voiceLibrary_.find(VoiceType::GENERIC);
if (libIt == voiceLibrary_.end() || libIt->second.empty()) {
LOG_WARNING("NPC voice: No voice samples available (library empty)");
return; // No voice samples available
}
}
const auto& samples = libIt->second;
// Pick random voice line
std::uniform_int_distribution<size_t> dist(0, samples.size() - 1);
const auto& sample = samples[dist(rng_)];
LOG_INFO("NPC voice: Playing sound from: ", sample.path);
// Play with 3D positioning
std::uniform_real_distribution<float> volumeDist(0.85f, 1.0f);
std::uniform_real_distribution<float> pitchDist(0.98f, 1.02f);
bool success = AudioEngine::instance().playSound3D(
sample.data,
position,
volumeDist(rng_) * volumeScale_,
pitchDist(rng_),
40.0f // Max distance for voice
);
if (success) {
LOG_INFO("NPC voice: Sound played successfully");
lastPlayTime_[npcGuid] = now;
} else {
LOG_WARNING("NPC voice: Failed to play sound");
}
}
VoiceType NpcVoiceManager::detectVoiceType(uint32_t creatureEntry) const {
// TODO: Use CreatureTemplate.dbc or other data to map creature entry to voice type
// For now, return generic
(void)creatureEntry;
return VoiceType::GENERIC;
}
} // namespace audio
} // namespace wowee