Kelsidavis-WoWee/src/audio/combat_sound_manager.cpp

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#include "audio/combat_sound_manager.hpp"
#include "audio/audio_engine.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <random>
namespace wowee {
namespace audio {
namespace {
std::random_device rd;
std::mt19937 gen(rd());
}
bool CombatSoundManager::initialize(pipeline::AssetManager* assets) {
if (!assets) {
LOG_ERROR("CombatSoundManager: AssetManager is null");
return false;
}
LOG_INFO("CombatSoundManager: Initializing...");
// Load weapon swing sounds
swingSmallSounds_.resize(3);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshSmall1.wav", swingSmallSounds_[0], assets);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshSmall2.wav", swingSmallSounds_[1], assets);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshSmall3.wav", swingSmallSounds_[2], assets);
swingMediumSounds_.resize(3);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshMedium1.wav", swingMediumSounds_[0], assets);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshMedium2.wav", swingMediumSounds_[1], assets);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshMedium3.wav", swingMediumSounds_[2], assets);
swingLargeSounds_.resize(3);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshLarge1.wav", swingLargeSounds_[0], assets);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshLarge2.wav", swingLargeSounds_[1], assets);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshLarge3.wav", swingLargeSounds_[2], assets);
swingSmallCritSounds_.resize(1);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshSmallCrit.wav", swingSmallCritSounds_[0], assets);
swingMediumCritSounds_.resize(1);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshMediumCrit.wav", swingMediumCritSounds_[0], assets);
swingLargeCritSounds_.resize(1);
loadSound("Sound\\Item\\Weapons\\WeaponSwings\\mWooshLargeCrit.wav", swingLargeCritSounds_[0], assets);
missWhoosh1HSounds_.resize(1);
loadSound("Sound\\Item\\Weapons\\MissSwings\\MissWhoosh1Handed.wav", missWhoosh1HSounds_[0], assets);
missWhoosh2HSounds_.resize(1);
loadSound("Sound\\Item\\Weapons\\MissSwings\\MissWhoosh2Handed.wav", missWhoosh2HSounds_[0], assets);
// Load impact sounds (using 1H axe as base)
hitFleshSounds_.resize(3);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitFlesh1a.wav", hitFleshSounds_[0], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitFlesh1b.wav", hitFleshSounds_[1], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitFlesh1c.wav", hitFleshSounds_[2], assets);
hitChainSounds_.resize(3);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitChain1a.wav", hitChainSounds_[0], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitChain1b.wav", hitChainSounds_[1], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitChain1c.wav", hitChainSounds_[2], assets);
hitPlateSounds_.resize(3);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitPlate1a.wav", hitPlateSounds_[0], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitPlate1b.wav", hitPlateSounds_[1], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitPlate1c.wav", hitPlateSounds_[2], assets);
hitShieldSounds_.resize(3);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitMetalShield1a.wav", hitShieldSounds_[0], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitMetalShield1b.wav", hitShieldSounds_[1], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitMetalShield1c.wav", hitShieldSounds_[2], assets);
hitMetalWeaponSounds_.resize(1);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitMetalWeapon1a.wav", hitMetalWeaponSounds_[0], assets);
hitWoodSounds_.resize(3);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitWood1A.wav", hitWoodSounds_[0], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitWood1B.wav", hitWoodSounds_[1], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitWood1C.wav", hitWoodSounds_[2], assets);
hitStoneSounds_.resize(3);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitStone1A.wav", hitStoneSounds_[0], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitStone1B.wav", hitStoneSounds_[1], assets);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitStone1C.wav", hitStoneSounds_[2], assets);
// Load crit impact sounds
hitFleshCritSounds_.resize(1);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitFleshCrit.wav", hitFleshCritSounds_[0], assets);
hitChainCritSounds_.resize(1);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitChainCrit.wav", hitChainCritSounds_[0], assets);
hitPlateCritSounds_.resize(1);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitPlateCrit.wav", hitPlateCritSounds_[0], assets);
hitShieldCritSounds_.resize(1);
loadSound("Sound\\Item\\Weapons\\Axe1H\\m1hAxeHitMetalShieldCrit.wav", hitShieldCritSounds_[0], assets);
// Load emote sounds
clapSounds_.resize(7);
for (int i = 0; i < 7; ++i) {
loadSound("Sound\\Character\\EmoteClap" + std::to_string(i + 1) + ".wav", clapSounds_[i], assets);
}
// Load Blood Elf Male PC vocals
bloodElfMaleAttackSounds_.resize(9);
for (char c = 'A'; c <= 'I'; ++c) {
std::string path = "Sound\\Character\\BloodElfMalePC\\BloodElfMalePCAttack" + std::string(1, c) + ".wav";
loadSound(path, bloodElfMaleAttackSounds_[c - 'A'], assets);
}
bloodElfMaleWoundSounds_.resize(8);
for (char c = 'A'; c <= 'H'; ++c) {
std::string path = "Sound\\Character\\BloodElfMalePC\\BloodElfMalePCWound" + std::string(1, c) + ".wav";
loadSound(path, bloodElfMaleWoundSounds_[c - 'A'], assets);
}
bloodElfMaleWoundCritSounds_.resize(3);
for (char c = 'A'; c <= 'C'; ++c) {
std::string path = "Sound\\Character\\BloodElfMalePC\\BloodElfMalePCWoundCrit" + std::string(1, c) + ".wav";
loadSound(path, bloodElfMaleWoundCritSounds_[c - 'A'], assets);
}
bloodElfMaleDeathSounds_.resize(2);
loadSound("Sound\\Character\\BloodElfMalePC\\BloodElfMalePCDeath.wav", bloodElfMaleDeathSounds_[0], assets);
loadSound("Sound\\Character\\BloodElfMalePC\\BloodElfMalePCDeath2.wav", bloodElfMaleDeathSounds_[1], assets);
// Load Blood Elf Female PC vocals
bloodElfFemaleAttackSounds_.resize(5);
for (char c = 'A'; c <= 'E'; ++c) {
std::string path = "Sound\\Character\\BloodElfFemalePC\\BloodElfFemalePCAttack" + std::string(1, c) + ".wav";
loadSound(path, bloodElfFemaleAttackSounds_[c - 'A'], assets);
}
bloodElfFemaleWoundSounds_.resize(7);
const char* femaleWoundSuffixes[] = {"A", "B", "D", "E", "F", "G", ""};
for (int i = 0; i < 7; ++i) {
std::string path = "Sound\\Character\\BloodElfFemalePC\\BloodElfFemalePCWound" + std::string(femaleWoundSuffixes[i]) + ".wav";
loadSound(path, bloodElfFemaleWoundSounds_[i], assets);
}
bloodElfFemaleDeathSounds_.resize(1);
loadSound("Sound\\Character\\BloodElfFemalePC\\BloodElfFemalePCDeath.wav", bloodElfFemaleDeathSounds_[0], assets);
// Load Draenei Male PC vocals
draeneiMaleAttackSounds_.resize(7);
for (char c = 'A'; c <= 'G'; ++c) {
std::string path = "Sound\\Character\\DraeneiMalePC\\DraeneiMalePCAttack" + std::string(1, c) + ".wav";
loadSound(path, draeneiMaleAttackSounds_[c - 'A'], assets);
}
draeneiMaleWoundSounds_.resize(8);
for (char c = 'A'; c <= 'H'; ++c) {
std::string path = "Sound\\Character\\DraeneiMalePC\\DraeneiMalePCWound" + std::string(1, c) + ".wav";
loadSound(path, draeneiMaleWoundSounds_[c - 'A'], assets);
}
draeneiMaleWoundCritSounds_.resize(3);
for (char c = 'A'; c <= 'C'; ++c) {
std::string path = "Sound\\Character\\DraeneiMalePC\\DraeneiMalePCWoundCrit" + std::string(1, c) + ".wav";
loadSound(path, draeneiMaleWoundCritSounds_[c - 'A'], assets);
}
draeneiMaleDeathSounds_.resize(2);
loadSound("Sound\\Character\\DraeneiMalePC\\DraeneiMalePCDeath.wav", draeneiMaleDeathSounds_[0], assets);
loadSound("Sound\\Character\\DraeneiMalePC\\DraeneiMalePCDeath2.wav", draeneiMaleDeathSounds_[1], assets);
// Load Draenei Female PC vocals
draeneiFemaleAttackSounds_.resize(7);
for (char c = 'A'; c <= 'G'; ++c) {
std::string path = "Sound\\Character\\DraeneiFemalePC\\DraeneiFemalePCAttack" + std::string(1, c) + ".wav";
loadSound(path, draeneiFemaleAttackSounds_[c - 'A'], assets);
}
draeneiFemaleWoundSounds_.resize(4);
for (char c = 'A'; c <= 'D'; ++c) {
std::string path = "Sound\\Character\\DraeneiFemalePC\\DraeneiFemalePCWound" + std::string(1, c) + ".wav";
loadSound(path, draeneiFemaleWoundSounds_[c - 'A'], assets);
}
draeneiFemaleWoundCritSounds_.resize(3);
for (char c = 'A'; c <= 'C'; ++c) {
std::string path = "Sound\\Character\\DraeneiFemalePC\\DraeneiFemalePCWoundCrit" + std::string(1, c) + ".wav";
loadSound(path, draeneiFemaleWoundCritSounds_[c - 'A'], assets);
}
draeneiFemaleDeathSounds_.resize(1);
loadSound("Sound\\Character\\DraeneiFemalePC\\DraeneiFemalePCDeath.wav", draeneiFemaleDeathSounds_[0], assets);
LOG_INFO("CombatSoundManager: Weapon swings - Small: ", swingSmallSounds_[0].loaded ? "YES" : "NO",
", Medium: ", swingMediumSounds_[0].loaded ? "YES" : "NO",
", Large: ", swingLargeSounds_[0].loaded ? "YES" : "NO");
LOG_INFO("CombatSoundManager: Impact sounds - Flesh: ", hitFleshSounds_[0].loaded ? "YES" : "NO",
", Chain: ", hitChainSounds_[0].loaded ? "YES" : "NO",
", Plate: ", hitPlateSounds_[0].loaded ? "YES" : "NO");
LOG_INFO("CombatSoundManager: Player vocals - BE Male: ", bloodElfMaleAttackSounds_[0].loaded ? "YES" : "NO",
", BE Female: ", bloodElfFemaleAttackSounds_[0].loaded ? "YES" : "NO",
", Draenei Male: ", draeneiMaleAttackSounds_[0].loaded ? "YES" : "NO",
", Draenei Female: ", draeneiFemaleAttackSounds_[0].loaded ? "YES" : "NO");
LOG_INFO("CombatSoundManager: Emote sounds - Clap: ", clapSounds_[0].loaded ? "YES" : "NO");
initialized_ = true;
LOG_INFO("CombatSoundManager: Initialization complete");
return true;
}
void CombatSoundManager::shutdown() {
initialized_ = false;
}
bool CombatSoundManager::loadSound(const std::string& path, CombatSample& 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 CombatSoundManager::playSound(const std::vector<CombatSample>& library, float volumeMultiplier) {
if (!initialized_ || library.empty() || !library[0].loaded) return;
float volume = 0.8f * volumeScale_ * volumeMultiplier;
AudioEngine::instance().playSound2D(library[0].data, volume, 1.0f);
}
void CombatSoundManager::playRandomSound(const std::vector<CombatSample>& library, float volumeMultiplier) {
if (!initialized_ || library.empty()) return;
// Count loaded sounds
std::vector<const CombatSample*> 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 = 0.8f * volumeScale_ * volumeMultiplier;
AudioEngine::instance().playSound2D(loadedSounds[index]->data, volume, 1.0f);
}
void CombatSoundManager::setVolumeScale(float scale) {
volumeScale_ = std::max(0.0f, std::min(1.0f, scale));
}
void CombatSoundManager::playWeaponSwing(WeaponSize size, bool isCrit) {
if (isCrit) {
switch (size) {
case WeaponSize::SMALL:
playSound(swingSmallCritSounds_);
break;
case WeaponSize::MEDIUM:
playSound(swingMediumCritSounds_);
break;
case WeaponSize::LARGE:
playSound(swingLargeCritSounds_);
break;
}
} else {
switch (size) {
case WeaponSize::SMALL:
playRandomSound(swingSmallSounds_);
break;
case WeaponSize::MEDIUM:
playRandomSound(swingMediumSounds_);
break;
case WeaponSize::LARGE:
playRandomSound(swingLargeSounds_);
break;
}
}
}
void CombatSoundManager::playWeaponMiss(bool twoHanded) {
if (twoHanded) {
playSound(missWhoosh2HSounds_);
} else {
playSound(missWhoosh1HSounds_);
}
}
void CombatSoundManager::playImpact([[maybe_unused]] WeaponSize weaponSize, ImpactType impactType, bool isCrit) {
// Select appropriate impact sound library
const std::vector<CombatSample>* normalLibrary = nullptr;
const std::vector<CombatSample>* critLibrary = nullptr;
switch (impactType) {
case ImpactType::FLESH:
normalLibrary = &hitFleshSounds_;
critLibrary = &hitFleshCritSounds_;
break;
case ImpactType::CHAIN:
normalLibrary = &hitChainSounds_;
critLibrary = &hitChainCritSounds_;
break;
case ImpactType::PLATE:
normalLibrary = &hitPlateSounds_;
critLibrary = &hitPlateCritSounds_;
break;
case ImpactType::SHIELD:
normalLibrary = &hitShieldSounds_;
critLibrary = &hitShieldCritSounds_;
break;
case ImpactType::METAL_WEAPON:
normalLibrary = &hitMetalWeaponSounds_;
break;
case ImpactType::WOOD:
normalLibrary = &hitWoodSounds_;
break;
case ImpactType::STONE:
normalLibrary = &hitStoneSounds_;
break;
}
if (!normalLibrary) return;
// Play crit version if available, otherwise use normal
if (isCrit && critLibrary && !critLibrary->empty()) {
playSound(*critLibrary, 1.2f); // Crits slightly louder
} else {
playRandomSound(*normalLibrary);
}
}
void CombatSoundManager::playClap() {
playRandomSound(clapSounds_, 0.9f);
}
void CombatSoundManager::playPlayerAttackGrunt(PlayerRace race) {
switch (race) {
case PlayerRace::BLOOD_ELF_MALE:
playRandomSound(bloodElfMaleAttackSounds_, 0.9f);
break;
case PlayerRace::BLOOD_ELF_FEMALE:
playRandomSound(bloodElfFemaleAttackSounds_, 0.9f);
break;
case PlayerRace::DRAENEI_MALE:
playRandomSound(draeneiMaleAttackSounds_, 0.9f);
break;
case PlayerRace::DRAENEI_FEMALE:
playRandomSound(draeneiFemaleAttackSounds_, 0.9f);
break;
}
}
void CombatSoundManager::playPlayerWound(PlayerRace race, bool isCrit) {
if (isCrit) {
switch (race) {
case PlayerRace::BLOOD_ELF_MALE:
playRandomSound(bloodElfMaleWoundCritSounds_, 1.1f);
break;
case PlayerRace::BLOOD_ELF_FEMALE:
playRandomSound(bloodElfFemaleWoundSounds_, 1.1f); // No separate crit sounds
break;
case PlayerRace::DRAENEI_MALE:
playRandomSound(draeneiMaleWoundCritSounds_, 1.1f);
break;
case PlayerRace::DRAENEI_FEMALE:
playRandomSound(draeneiFemaleWoundCritSounds_, 1.1f);
break;
}
} else {
switch (race) {
case PlayerRace::BLOOD_ELF_MALE:
playRandomSound(bloodElfMaleWoundSounds_, 0.9f);
break;
case PlayerRace::BLOOD_ELF_FEMALE:
playRandomSound(bloodElfFemaleWoundSounds_, 0.9f);
break;
case PlayerRace::DRAENEI_MALE:
playRandomSound(draeneiMaleWoundSounds_, 0.9f);
break;
case PlayerRace::DRAENEI_FEMALE:
playRandomSound(draeneiFemaleWoundSounds_, 0.9f);
break;
}
}
}
void CombatSoundManager::playPlayerDeath(PlayerRace race) {
switch (race) {
case PlayerRace::BLOOD_ELF_MALE:
playRandomSound(bloodElfMaleDeathSounds_, 1.0f);
break;
case PlayerRace::BLOOD_ELF_FEMALE:
playRandomSound(bloodElfFemaleDeathSounds_, 1.0f);
break;
case PlayerRace::DRAENEI_MALE:
playRandomSound(draeneiMaleDeathSounds_, 1.0f);
break;
case PlayerRace::DRAENEI_FEMALE:
playRandomSound(draeneiFemaleDeathSounds_, 1.0f);
break;
}
}
} // namespace audio
} // namespace wowee