Kelsidavis-WoWee/src/audio/activity_sound_manager.cpp

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#include "audio/activity_sound_manager.hpp"
#include "audio/audio_engine.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <algorithm>
#include <cctype>
namespace wowee {
namespace audio {
namespace {
std::vector<std::string> buildClassicSet(const std::string& material) {
std::vector<std::string> out;
for (char c = 'A'; c <= 'L'; ++c) {
out.push_back("Sound\\Character\\Footsteps\\mFootMediumLarge" + material + std::string(1, c) + ".wav");
}
return out;
}
} // namespace
ActivitySoundManager::ActivitySoundManager() : rng(std::random_device{}()) {}
ActivitySoundManager::~ActivitySoundManager() { shutdown(); }
bool ActivitySoundManager::initialize(pipeline::AssetManager* assets) {
shutdown();
assetManager = assets;
if (!assetManager) return false;
rebuildJumpClipsForProfile("Human", "Human", true);
rebuildSwimLoopClipsForProfile("Human", "Human", true);
rebuildHardLandClipsForProfile("Human", "Human", true);
preloadCandidates(splashEnterClips, {
"Sound\\Character\\Footsteps\\EnterWaterSplash\\EnterWaterSmallA.wav",
"Sound\\Character\\Footsteps\\EnterWaterSplash\\EnterWaterMediumA.wav",
"Sound\\Character\\Footsteps\\EnterWaterSplash\\EnterWaterGiantA.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterA.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterB.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterC.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterD.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterE.wav"
});
splashExitClips = splashEnterClips;
preloadLandingSet(FootstepSurface::STONE, "Stone");
preloadLandingSet(FootstepSurface::DIRT, "Dirt");
preloadLandingSet(FootstepSurface::GRASS, "Grass");
preloadLandingSet(FootstepSurface::WOOD, "Wood");
preloadLandingSet(FootstepSurface::METAL, "Metal");
preloadLandingSet(FootstepSurface::WATER, "Water");
preloadLandingSet(FootstepSurface::SNOW, "Snow");
preloadCandidates(meleeSwingClips, {
"Sound\\Item\\Weapons\\Sword\\SwordSwing1.wav",
"Sound\\Item\\Weapons\\Sword\\SwordSwing2.wav",
"Sound\\Item\\Weapons\\Sword\\SwordSwing3.wav",
"Sound\\Item\\Weapons\\Sword\\SwordHit1.wav",
"Sound\\Item\\Weapons\\Sword\\SwordHit2.wav",
"Sound\\Item\\Weapons\\Sword\\SwordHit3.wav",
"Sound\\Item\\Weapons\\OneHanded\\Sword\\SwordSwing1.wav",
"Sound\\Item\\Weapons\\OneHanded\\Sword\\SwordSwing2.wav",
"Sound\\Item\\Weapons\\OneHanded\\Sword\\SwordSwing3.wav",
"Sound\\Item\\Weapons\\Melee\\MeleeSwing1.wav",
"Sound\\Item\\Weapons\\Melee\\MeleeSwing2.wav",
"Sound\\Item\\Weapons\\Melee\\MeleeSwing3.wav"
});
initialized = true;
core::Logger::getInstance().info("Activity SFX loaded: jump=", jumpClips.size(),
" splash=", splashEnterClips.size(),
" swimLoop=", swimLoopClips.size());
return true;
}
void ActivitySoundManager::shutdown() {
stopSwimLoop();
stopOneShot();
std::remove(loopTempPath.c_str());
std::remove(oneShotTempPath.c_str());
for (auto& set : landingSets) set.clips.clear();
jumpClips.clear();
splashEnterClips.clear();
splashExitClips.clear();
swimLoopClips.clear();
hardLandClips.clear();
meleeSwingClips.clear();
swimmingActive = false;
swimMoving = false;
initialized = false;
assetManager = nullptr;
}
void ActivitySoundManager::update(float deltaTime) {
reapProcesses();
// Play swimming stroke sounds periodically when swimming and moving
if (swimmingActive && swimMoving && !swimLoopClips.empty()) {
auto now = std::chrono::steady_clock::now();
float elapsed = std::chrono::duration<float>(now - lastSwimStrokeAt).count();
// Play swimming stroke sound every 0.8 seconds (swim stroke rhythm)
if (lastSwimStrokeAt.time_since_epoch().count() == 0 || elapsed >= 0.8f) {
std::uniform_int_distribution<size_t> clipDist(0, swimLoopClips.size() - 1);
const Sample& sample = swimLoopClips[clipDist(rng)];
// Play as one-shot 2D sound
float volume = 0.6f * volumeScale;
AudioEngine::instance().playSound2D(sample.data, volume, false);
lastSwimStrokeAt = now;
}
} else if (!swimmingActive) {
// Reset timer when not swimming
lastSwimStrokeAt = std::chrono::steady_clock::time_point{};
}
}
void ActivitySoundManager::preloadCandidates(std::vector<Sample>& out, const std::vector<std::string>& candidates) {
if (!assetManager) return;
for (const auto& path : candidates) {
if (!assetManager->fileExists(path)) continue;
auto data = assetManager->readFile(path);
if (data.empty()) continue;
out.push_back({path, std::move(data)});
}
}
void ActivitySoundManager::preloadLandingSet(FootstepSurface surface, const std::string& material) {
auto& clips = landingSets[static_cast<size_t>(surface)].clips;
preloadCandidates(clips, buildClassicSet(material));
}
void ActivitySoundManager::rebuildJumpClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
jumpClips.clear();
const std::string gender = male ? "Male" : "Female";
const std::string prefix = "Sound\\Character\\" + raceFolder + "\\";
const std::string stem = raceBase + gender;
const std::string genderDir = male ? "Male" : "Female";
preloadCandidates(jumpClips, {
// Common WotLK-style variants.
prefix + stem + "\\" + stem + "Jump01.wav",
prefix + stem + "\\" + stem + "Jump02.wav",
prefix + stem + "\\" + stem + "Jump03.wav",
prefix + stem + "\\" + stem + "Exertion01.wav",
prefix + stem + "\\" + stem + "Exertion02.wav",
prefix + stem + "JumpA.wav",
prefix + stem + "JumpB.wav",
prefix + stem + "JumpC.wav",
prefix + stem + "Jump.wav",
prefix + stem + "JumpStart.wav",
prefix + stem + "Land.wav",
prefix + genderDir + "\\" + stem + "JumpA.wav",
prefix + genderDir + "\\" + stem + "JumpB.wav",
prefix + genderDir + "\\" + stem + "JumpC.wav",
prefix + genderDir + "\\" + stem + "Jump.wav",
prefix + genderDir + "\\" + stem + "JumpStart.wav",
prefix + raceBase + "JumpA.wav",
prefix + raceBase + "JumpB.wav",
prefix + raceBase + "JumpC.wav",
prefix + raceBase + "Jump.wav",
prefix + raceBase + "\\" + stem + "JumpA.wav",
prefix + raceBase + "\\" + stem + "JumpB.wav",
prefix + raceBase + "\\" + stem + "JumpC.wav",
// Alternate folder naming in some packs.
"Sound\\Character\\" + stem + "\\" + stem + "JumpA.wav",
"Sound\\Character\\" + stem + "\\" + stem + "JumpB.wav",
"Sound\\Character\\" + stem + "\\" + stem + "Jump.wav",
// Fallback safety
"Sound\\Character\\Human\\HumanMaleJumpA.wav",
"Sound\\Character\\Human\\HumanMaleJumpB.wav",
"Sound\\Character\\Human\\HumanFemaleJumpA.wav",
"Sound\\Character\\Human\\HumanFemaleJumpB.wav",
"Sound\\Character\\Human\\Male\\HumanMaleJumpA.wav",
"Sound\\Character\\Human\\Male\\HumanMaleJumpB.wav",
"Sound\\Character\\Human\\Female\\HumanFemaleJumpA.wav",
"Sound\\Character\\Human\\Female\\HumanFemaleJumpB.wav",
"Sound\\Character\\Human\\HumanMale\\HumanMaleJump01.wav",
"Sound\\Character\\Human\\HumanMale\\HumanMaleJump02.wav",
"Sound\\Character\\Human\\HumanMale\\HumanMaleJump03.wav",
"Sound\\Character\\Human\\HumanFemale\\HumanFemaleJump01.wav",
"Sound\\Character\\Human\\HumanFemale\\HumanFemaleJump02.wav",
"Sound\\Character\\Human\\HumanFemale\\HumanFemaleJump03.wav",
"Sound\\Character\\HumanMale\\HumanMaleJumpA.wav",
"Sound\\Character\\HumanMale\\HumanMaleJumpB.wav",
"Sound\\Character\\HumanFemale\\HumanFemaleJumpA.wav",
"Sound\\Character\\HumanFemale\\HumanFemaleJumpB.wav"
});
}
void ActivitySoundManager::rebuildSwimLoopClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
swimLoopClips.clear();
// WoW 3.3.5a doesn't have dedicated swim loop sounds
// Use water splash/footstep sounds as swimming stroke sounds
preloadCandidates(swimLoopClips, {
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterA.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterB.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterC.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterD.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterE.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsSmallWaterA.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsSmallWaterB.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsSmallWaterC.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsSmallWaterD.wav",
"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsSmallWaterE.wav"
});
}
void ActivitySoundManager::rebuildHardLandClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
hardLandClips.clear();
const std::string gender = male ? "Male" : "Female";
const std::string prefix = "Sound\\Character\\" + raceFolder + "\\";
const std::string stem = raceBase + gender;
preloadCandidates(hardLandClips, {
prefix + stem + "\\" + stem + "LandHard01.wav",
prefix + stem + "\\" + stem + "LandHard02.wav",
prefix + stem + "LandHard01.wav",
prefix + stem + "LandHard02.wav"
});
}
bool ActivitySoundManager::playOneShot(const std::vector<Sample>& clips, float volume, float pitchLo, float pitchHi) {
if (clips.empty()) return false;
if (volumeScale <= 0.0001f || volume <= 0.0001f) return true; // Intentionally muted
reapProcesses();
if (oneShotPid != INVALID_PROCESS) return false;
std::uniform_int_distribution<size_t> clipDist(0, clips.size() - 1);
const Sample& sample = clips[clipDist(rng)];
std::ofstream out(oneShotTempPath, std::ios::binary);
if (!out) return false;
out.write(reinterpret_cast<const char*>(sample.data.data()), static_cast<std::streamsize>(sample.data.size()));
out.close();
std::uniform_real_distribution<float> pitchDist(pitchLo, pitchHi);
float pitch = pitchDist(rng);
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volume *= volumeScale;
if (volume <= 0.0001f) return true; // Intentionally muted
if (volume > 1.2f) volume = 1.2f;
std::string filter = "asetrate=44100*" + std::to_string(pitch) +
",aresample=44100,volume=" + std::to_string(volume);
oneShotPid = platform::spawnProcess({
"-nodisp", "-autoexit", "-loglevel", "quiet",
"-af", filter, oneShotTempPath
});
return oneShotPid != INVALID_PROCESS;
}
void ActivitySoundManager::startSwimLoop() {
// Swimming sounds now handled by periodic playback in update() method
// This method kept for API compatibility but does nothing
return;
}
void ActivitySoundManager::stopSwimLoop() {
platform::killProcess(swimLoopPid);
}
void ActivitySoundManager::stopOneShot() {
platform::killProcess(oneShotPid);
}
void ActivitySoundManager::reapProcesses() {
if (oneShotPid != INVALID_PROCESS) {
platform::isProcessRunning(oneShotPid);
}
if (swimLoopPid != INVALID_PROCESS) {
platform::isProcessRunning(swimLoopPid);
}
}
void ActivitySoundManager::playJump() {
if (!AudioEngine::instance().isInitialized() || jumpClips.empty()) {
return;
}
auto now = std::chrono::steady_clock::now();
if (lastJumpAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastJumpAt).count() < 0.35f) return;
}
// Pick random clip
std::uniform_int_distribution<size_t> dist(0, jumpClips.size() - 1);
const Sample& sample = jumpClips[dist(rng)];
// Play with slight volume/pitch variation
std::uniform_real_distribution<float> volumeDist(0.65f, 0.75f);
std::uniform_real_distribution<float> pitchDist(0.98f, 1.04f);
float volume = volumeDist(rng) * volumeScale;
float pitch = pitchDist(rng);
if (AudioEngine::instance().playSound2D(sample.data, volume, pitch)) {
lastJumpAt = now;
}
}
void ActivitySoundManager::playLanding(FootstepSurface surface, bool hardLanding) {
if (!AudioEngine::instance().isInitialized()) {
return;
}
auto now = std::chrono::steady_clock::now();
if (lastLandAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastLandAt).count() < 0.10f) return;
}
const auto& clips = landingSets[static_cast<size_t>(surface)].clips;
if (!clips.empty()) {
std::uniform_int_distribution<size_t> dist(0, clips.size() - 1);
const Sample& sample = clips[dist(rng)];
float baseVolume = hardLanding ? 1.00f : 0.82f;
std::uniform_real_distribution<float> volumeDist(baseVolume * 0.95f, baseVolume * 1.05f);
std::uniform_real_distribution<float> pitchDist(0.95f, 1.03f);
AudioEngine::instance().playSound2D(sample.data, volumeDist(rng) * volumeScale, pitchDist(rng));
lastLandAt = now;
}
if (hardLanding && !hardLandClips.empty()) {
std::uniform_int_distribution<size_t> dist(0, hardLandClips.size() - 1);
const Sample& sample = hardLandClips[dist(rng)];
std::uniform_real_distribution<float> volumeDist(0.80f, 0.88f);
std::uniform_real_distribution<float> pitchDist(0.97f, 1.03f);
AudioEngine::instance().playSound2D(sample.data, volumeDist(rng) * volumeScale, pitchDist(rng));
}
}
void ActivitySoundManager::playMeleeSwing() {
if (!AudioEngine::instance().isInitialized() || meleeSwingClips.empty()) {
if (meleeSwingClips.empty() && !meleeSwingWarned) {
core::Logger::getInstance().warning("No melee swing SFX found in assets");
meleeSwingWarned = true;
}
return;
}
auto now = std::chrono::steady_clock::now();
if (lastMeleeSwingAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastMeleeSwingAt).count() < 0.12f) return;
}
std::uniform_int_distribution<size_t> dist(0, meleeSwingClips.size() - 1);
const Sample& sample = meleeSwingClips[dist(rng)];
std::uniform_real_distribution<float> volumeDist(0.76f, 0.84f);
std::uniform_real_distribution<float> pitchDist(0.96f, 1.04f);
if (AudioEngine::instance().playSound2D(sample.data, volumeDist(rng) * volumeScale, pitchDist(rng))) {
lastMeleeSwingAt = now;
}
}
void ActivitySoundManager::setSwimmingState(bool swimming, bool moving) {
swimMoving = moving;
if (swimming == swimmingActive) return;
swimmingActive = swimming;
if (swimmingActive) {
LOG_INFO("Swimming started - playing swim loop");
startSwimLoop();
} else {
LOG_INFO("Swimming stopped - stopping swim loop");
stopSwimLoop();
}
}
void ActivitySoundManager::setCharacterVoiceProfile(const std::string& modelName) {
if (!assetManager || modelName.empty()) return;
std::string lower = modelName;
for (char& c : lower) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
bool male = (lower.find("female") == std::string::npos);
std::string folder = "Human";
std::string base = "Human";
struct RaceMap { const char* token; const char* folder; const char* base; };
static const RaceMap races[] = {
{"human", "Human", "Human"},
{"orc", "Orc", "Orc"},
{"dwarf", "Dwarf", "Dwarf"},
{"nightelf", "NightElf", "NightElf"},
{"scourge", "Scourge", "Scourge"},
{"undead", "Scourge", "Scourge"},
{"tauren", "Tauren", "Tauren"},
{"gnome", "Gnome", "Gnome"},
{"troll", "Troll", "Troll"},
{"bloodelf", "BloodElf", "BloodElf"},
{"draenei", "Draenei", "Draenei"},
{"goblin", "Goblin", "Goblin"},
{"worgen", "Worgen", "Worgen"},
};
for (const auto& r : races) {
if (lower.find(r.token) != std::string::npos) {
folder = r.folder;
base = r.base;
break;
}
}
std::string key = folder + "|" + base + "|" + (male ? "M" : "F");
if (key == voiceProfileKey) return;
voiceProfileKey = key;
rebuildJumpClipsForProfile(folder, base, male);
rebuildSwimLoopClipsForProfile(folder, base, male);
rebuildHardLandClipsForProfile(folder, base, male);
rebuildCombatVocalClipsForProfile(folder, base, male);
core::Logger::getInstance().info("Activity SFX voice profile: ", voiceProfileKey,
" jump clips=", jumpClips.size(),
" swim clips=", swimLoopClips.size(),
" hardLand clips=", hardLandClips.size(),
" attackGrunt clips=", attackGruntClips.size(),
" wound clips=", woundClips.size(),
" death clips=", deathClips.size());
}
void ActivitySoundManager::playWaterEnter() {
LOG_INFO("Water entry detected - attempting to play splash sound");
auto now = std::chrono::steady_clock::now();
if (lastSplashAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastSplashAt).count() < 0.20f) {
LOG_DEBUG("Water splash throttled (too soon)");
return;
}
}
if (playOneShot(splashEnterClips, 0.95f, 0.95f, 1.05f)) {
LOG_INFO("Water splash enter sound played");
lastSplashAt = now;
} else {
LOG_ERROR("Failed to play water splash enter sound");
}
}
void ActivitySoundManager::playWaterExit() {
LOG_INFO("Water exit detected - attempting to play splash sound");
auto now = std::chrono::steady_clock::now();
if (lastSplashAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastSplashAt).count() < 0.20f) {
LOG_DEBUG("Water splash throttled (too soon)");
return;
}
}
if (playOneShot(splashExitClips, 0.95f, 0.95f, 1.05f)) {
LOG_INFO("Water splash exit sound played");
lastSplashAt = now;
} else {
LOG_ERROR("Failed to play water splash exit sound");
}
}
void ActivitySoundManager::rebuildCombatVocalClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
attackGruntClips.clear();
woundClips.clear();
woundCritClips.clear();
deathClips.clear();
const std::string gender = male ? "Male" : "Female";
// WoW MPQ convention: Sound\Character\{Race}{Gender}PC\{Race}{Gender}PC{Type}{Letter}.wav
const std::string pcStem = raceBase + gender + "PC";
const std::string pcPrefix = "Sound\\Character\\" + pcStem + "\\";
// Fallback: Sound\Character\{Race}\{Race}{Gender}{Type}{Letter}.wav
const std::string plainPrefix = "Sound\\Character\\" + raceFolder + "\\";
const std::string plainStem = raceBase + gender;
// Attack grunts (A-I covers all races)
std::vector<std::string> attackPaths;
for (char c = 'A'; c <= 'I'; ++c) {
std::string s(1, c);
attackPaths.push_back(pcPrefix + pcStem + "Attack" + s + ".wav");
}
for (char c = 'A'; c <= 'I'; ++c) {
std::string s(1, c);
attackPaths.push_back(plainPrefix + plainStem + "Attack" + s + ".wav");
}
// Also try exertion sounds as attack grunts
for (char c = 'A'; c <= 'F'; ++c) {
std::string s(1, c);
attackPaths.push_back(pcPrefix + pcStem + "Exertion" + s + ".wav");
attackPaths.push_back(plainPrefix + plainStem + "Exertion" + s + ".wav");
}
preloadCandidates(attackGruntClips, attackPaths);
// Wound sounds (A-H covers all races)
std::vector<std::string> woundPaths;
for (char c = 'A'; c <= 'H'; ++c) {
std::string s(1, c);
woundPaths.push_back(pcPrefix + pcStem + "Wound" + s + ".wav");
}
for (char c = 'A'; c <= 'H'; ++c) {
std::string s(1, c);
woundPaths.push_back(plainPrefix + plainStem + "Wound" + s + ".wav");
}
preloadCandidates(woundClips, woundPaths);
// Wound crit sounds (A-C)
std::vector<std::string> woundCritPaths;
for (char c = 'A'; c <= 'C'; ++c) {
std::string s(1, c);
woundCritPaths.push_back(pcPrefix + pcStem + "WoundCrit" + s + ".wav");
woundCritPaths.push_back(plainPrefix + plainStem + "WoundCrit" + s + ".wav");
}
preloadCandidates(woundCritClips, woundCritPaths);
// Death sounds
preloadCandidates(deathClips, {
pcPrefix + pcStem + "Death.wav",
pcPrefix + pcStem + "Death2.wav",
pcPrefix + pcStem + "DeathA.wav",
pcPrefix + pcStem + "DeathB.wav",
plainPrefix + plainStem + "Death.wav",
plainPrefix + plainStem + "Death2.wav",
plainPrefix + plainStem + "DeathA.wav",
plainPrefix + plainStem + "DeathB.wav",
});
}
void ActivitySoundManager::playAttackGrunt() {
if (!AudioEngine::instance().isInitialized() || attackGruntClips.empty()) return;
auto now = std::chrono::steady_clock::now();
if (lastAttackGruntAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastAttackGruntAt).count() < 1.5f) return;
}
// ~30% chance per swing to grunt (not every hit)
std::uniform_int_distribution<int> chance(0, 9);
if (chance(rng) > 2) return;
std::uniform_int_distribution<size_t> dist(0, attackGruntClips.size() - 1);
const Sample& sample = attackGruntClips[dist(rng)];
std::uniform_real_distribution<float> volDist(0.55f, 0.70f);
std::uniform_real_distribution<float> pitchDist(0.96f, 1.04f);
if (AudioEngine::instance().playSound2D(sample.data, volDist(rng) * volumeScale, pitchDist(rng))) {
lastAttackGruntAt = now;
}
}
void ActivitySoundManager::playWound(bool isCrit) {
if (!AudioEngine::instance().isInitialized()) return;
auto& clips = (isCrit && !woundCritClips.empty()) ? woundCritClips : woundClips;
if (clips.empty()) return;
auto now = std::chrono::steady_clock::now();
if (lastWoundAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastWoundAt).count() < 0.8f) return;
}
std::uniform_int_distribution<size_t> dist(0, clips.size() - 1);
const Sample& sample = clips[dist(rng)];
float vol = isCrit ? 0.80f : 0.65f;
std::uniform_real_distribution<float> pitchDist(0.96f, 1.04f);
if (AudioEngine::instance().playSound2D(sample.data, vol * volumeScale, pitchDist(rng))) {
lastWoundAt = now;
}
}
void ActivitySoundManager::playDeath() {
if (!AudioEngine::instance().isInitialized() || deathClips.empty()) return;
std::uniform_int_distribution<size_t> dist(0, deathClips.size() - 1);
const Sample& sample = deathClips[dist(rng)];
AudioEngine::instance().playSound2D(sample.data, 0.85f * volumeScale, 1.0f);
}
} // namespace audio
} // namespace wowee