Kelsidavis-WoWee/include/audio/npc_voice_manager.hpp

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#pragma once
#include <string>
#include <vector>
#include <unordered_map>
#include <cstdint>
#include <random>
#include <chrono>
#include <glm/glm.hpp>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace audio {
struct VoiceSample {
std::string path;
std::vector<uint8_t> data;
};
// NPC voice types (based on creature model/gender)
enum class VoiceType {
HUMAN_MALE,
HUMAN_FEMALE,
DWARF_MALE,
DWARF_FEMALE,
NIGHTELF_MALE,
NIGHTELF_FEMALE,
ORC_MALE,
ORC_FEMALE,
TAUREN_MALE,
TAUREN_FEMALE,
TROLL_MALE,
TROLL_FEMALE,
UNDEAD_MALE,
UNDEAD_FEMALE,
GNOME_MALE,
GNOME_FEMALE,
GOBLIN_MALE,
GOBLIN_FEMALE,
GENERIC, // Fallback
};
class NpcVoiceManager {
public:
NpcVoiceManager();
~NpcVoiceManager();
bool initialize(pipeline::AssetManager* assets);
void shutdown();
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)
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// Play NPC interaction sounds
void playGreeting(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
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)
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void playFarewell(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
void playVendor(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
void playPissed(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
// Play NPC combat sounds
void playAggro(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
void playFlee(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
void setVolumeScale(float scale) { volumeScale_ = scale; }
float getVolumeScale() const { return volumeScale_; }
private:
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
enum class SoundCategory {
GREETING,
FAREWELL,
VENDOR,
PISSED,
AGGRO,
FLEE
};
void loadVoiceSounds();
bool loadSound(const std::string& path, VoiceSample& sample);
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
void playSound(uint64_t npcGuid, VoiceType voiceType, SoundCategory category, const glm::vec3& position);
pipeline::AssetManager* assetManager_ = nullptr;
float volumeScale_ = 1.0f;
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)
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// Voice samples grouped by type and category
std::unordered_map<VoiceType, std::vector<VoiceSample>> greetingLibrary_;
std::unordered_map<VoiceType, std::vector<VoiceSample>> farewellLibrary_;
std::unordered_map<VoiceType, std::vector<VoiceSample>> vendorLibrary_;
std::unordered_map<VoiceType, std::vector<VoiceSample>> pissedLibrary_;
std::unordered_map<VoiceType, std::vector<VoiceSample>> aggroLibrary_;
std::unordered_map<VoiceType, std::vector<VoiceSample>> fleeLibrary_;
// Cooldown tracking (prevent spam clicking same NPC)
std::unordered_map<uint64_t, std::chrono::steady_clock::time_point> lastPlayTime_;
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
std::unordered_map<uint64_t, int> clickCount_; // Track clicks for pissed sounds
static constexpr float GREETING_COOLDOWN = 2.0f; // seconds
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
static constexpr int PISSED_CLICK_THRESHOLD = 5; // clicks before pissed
std::mt19937 rng_;
};
} // namespace audio
} // namespace wowee