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;
}
// Files are .WAV not .OGG in WotLK 3.3.5a!
LOG_INFO("=== Probing for NPC voice files (.wav format) ===");
std::vector<std::string> testPaths = {
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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"Sound\\Creature\\HumanMaleStandardNPC\\HumanMaleStandardNPCGreetings01.wav",
"Sound\\Creature\\HumanFemaleStandardNPC\\HumanFemaleStandardNPCGreeting01.wav",
"Sound\\Creature\\DwarfMaleStandardNPC\\DwarfMaleStandardNPCGreeting01.wav",
"Sound\\Creature\\OrcMaleStandardNPC\\OrcMaleStandardNPCGreeting01.wav",
};
for (const auto& path : testPaths) {
bool exists = assetManager_->fileExists(path);
LOG_INFO(" ", path, ": ", (exists ? "EXISTS" : "NOT FOUND"));
}
LOG_INFO("===================================");
loadVoiceSounds();
int totalSamples = 0;
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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for (const auto& [type, samples] : greetingLibrary_) totalSamples += samples.size();
for (const auto& [type, samples] : farewellLibrary_) totalSamples += samples.size();
for (const auto& [type, samples] : vendorLibrary_) totalSamples += samples.size();
for (const auto& [type, samples] : pissedLibrary_) totalSamples += samples.size();
for (const auto& [type, samples] : aggroLibrary_) totalSamples += samples.size();
for (const auto& [type, samples] : fleeLibrary_) totalSamples += samples.size();
LOG_INFO("NPC voice manager initialized (", totalSamples, " voice clips)");
return true;
}
void NpcVoiceManager::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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greetingLibrary_.clear();
farewellLibrary_.clear();
vendorLibrary_.clear();
pissedLibrary_.clear();
aggroLibrary_.clear();
fleeLibrary_.clear();
lastPlayTime_.clear();
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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clickCount_.clear();
assetManager_ = nullptr;
}
void NpcVoiceManager::loadVoiceSounds() {
if (!assetManager_) return;
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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// Helper to load voice category for a race/gender
auto loadCategory = [this](
std::unordered_map<VoiceType, std::vector<VoiceSample>>& library,
VoiceType type,
const std::string& npcType,
const std::string& soundType,
int count) {
auto& samples = library[type];
for (int i = 1; i <= count; ++i) {
std::string num = (i < 10) ? ("0" + std::to_string(i)) : std::to_string(i);
std::string path = "Sound\\Creature\\" + npcType + "\\" + npcType + soundType + num + ".wav";
VoiceSample sample;
if (loadSound(path, sample)) samples.push_back(std::move(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)
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// Generic fallback voices (male only)
auto& genericGreet = greetingLibrary_[VoiceType::GENERIC];
for (const auto& path : {
"Sound\\Creature\\DwarfMaleStandardNPC\\DwarfMaleStandardNPCGreeting01.wav",
"Sound\\Creature\\GnomeMaleStandardNPC\\GnomeMaleStandardNPCGreeting01.wav",
"Sound\\Creature\\NightElfMaleStandardNPC\\NightElfMaleStandardNPCGreeting01.wav",
"Sound\\Creature\\OrcMaleStandardNPC\\OrcMaleStandardNPCGreeting01.wav",
}) {
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)
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if (loadSound(path, sample)) genericGreet.push_back(std::move(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)
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// Load all race/gender combinations
// Human Male uses "Greetings" (plural), others use "Greeting" (singular)
loadCategory(greetingLibrary_, VoiceType::HUMAN_MALE, "HumanMaleStandardNPC", "Greetings", 6);
loadCategory(farewellLibrary_, VoiceType::HUMAN_MALE, "HumanMaleStandardNPC", "Farewell", 5);
loadCategory(vendorLibrary_, VoiceType::HUMAN_MALE, "HumanMaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::HUMAN_MALE, "HumanMaleStandardNPC", "Pissed", 4);
loadCategory(greetingLibrary_, VoiceType::HUMAN_FEMALE, "HumanFemaleStandardNPC", "Greeting", 5);
loadCategory(farewellLibrary_, VoiceType::HUMAN_FEMALE, "HumanFemaleStandardNPC", "Farewell", 5);
loadCategory(vendorLibrary_, VoiceType::HUMAN_FEMALE, "HumanFemaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::HUMAN_FEMALE, "HumanFemaleStandardNPC", "Pissed", 4);
loadCategory(greetingLibrary_, VoiceType::DWARF_MALE, "DwarfMaleStandardNPC", "Greeting", 6);
loadCategory(farewellLibrary_, VoiceType::DWARF_MALE, "DwarfMaleStandardNPC", "Farewell", 4);
loadCategory(vendorLibrary_, VoiceType::DWARF_MALE, "DwarfMaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::DWARF_MALE, "DwarfMaleStandardNPC", "Pissed", 4);
loadCategory(greetingLibrary_, VoiceType::GNOME_MALE, "GnomeMaleStandardNPC", "Greeting", 6);
loadCategory(farewellLibrary_, VoiceType::GNOME_MALE, "GnomeMaleStandardNPC", "Farewell", 5);
loadCategory(vendorLibrary_, VoiceType::GNOME_MALE, "GnomeMaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::GNOME_MALE, "GnomeMaleStandardNPC", "Pissed", 4);
loadCategory(greetingLibrary_, VoiceType::GNOME_FEMALE, "GnomeFemaleStandardNPC", "Greeting", 6);
loadCategory(farewellLibrary_, VoiceType::GNOME_FEMALE, "GnomeFemaleStandardNPC", "Farewell", 5);
loadCategory(vendorLibrary_, VoiceType::GNOME_FEMALE, "GnomeFemaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::GNOME_FEMALE, "GnomeFemaleStandardNPC", "Pissed", 4);
// Goblin Male
loadCategory(greetingLibrary_, VoiceType::GOBLIN_MALE, "GoblinMaleStandardNPC", "Greeting", 5);
loadCategory(farewellLibrary_, VoiceType::GOBLIN_MALE, "GoblinMaleStandardNPC", "Farewell", 5);
loadCategory(vendorLibrary_, VoiceType::GOBLIN_MALE, "GoblinMaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::GOBLIN_MALE, "GoblinMaleStandardNPC", "Pissed", 4);
// Goblin Female
loadCategory(greetingLibrary_, VoiceType::GOBLIN_FEMALE, "GoblinFemaleStandardNPC", "Greeting", 5);
loadCategory(farewellLibrary_, VoiceType::GOBLIN_FEMALE, "GoblinFemaleStandardNPC", "Farewell", 5);
loadCategory(vendorLibrary_, VoiceType::GOBLIN_FEMALE, "GoblinFemaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::GOBLIN_FEMALE, "GoblinFemaleStandardNPC", "Pissed", 4);
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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loadCategory(greetingLibrary_, VoiceType::NIGHTELF_MALE, "NightElfMaleStandardNPC", "Greeting", 8);
loadCategory(farewellLibrary_, VoiceType::NIGHTELF_MALE, "NightElfMaleStandardNPC", "Farewell", 7);
loadCategory(vendorLibrary_, VoiceType::NIGHTELF_MALE, "NightElfMaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::NIGHTELF_MALE, "NightElfMaleStandardNPC", "Pissed", 6);
loadCategory(greetingLibrary_, VoiceType::NIGHTELF_FEMALE, "NightElfFemaleStandardNPC", "Greeting", 6);
loadCategory(farewellLibrary_, VoiceType::NIGHTELF_FEMALE, "NightElfFemaleStandardNPC", "Farewell", 6);
loadCategory(vendorLibrary_, VoiceType::NIGHTELF_FEMALE, "NightElfFemaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::NIGHTELF_FEMALE, "NightElfFemaleStandardNPC", "Pissed", 6);
loadCategory(greetingLibrary_, VoiceType::ORC_MALE, "OrcMaleStandardNPC", "Greeting", 5);
loadCategory(farewellLibrary_, VoiceType::ORC_MALE, "OrcMaleStandardNPC", "Farewell", 5);
loadCategory(vendorLibrary_, VoiceType::ORC_MALE, "OrcMaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::ORC_MALE, "OrcMaleStandardNPC", "Pissed", 4);
loadCategory(greetingLibrary_, VoiceType::ORC_FEMALE, "OrcFemaleStandardNPC", "Greeting", 6);
loadCategory(farewellLibrary_, VoiceType::ORC_FEMALE, "OrcFemaleStandardNPC", "Farewell", 6);
loadCategory(vendorLibrary_, VoiceType::ORC_FEMALE, "OrcFemaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::ORC_FEMALE, "OrcFemaleStandardNPC", "Pissed", 6);
loadCategory(greetingLibrary_, VoiceType::TAUREN_MALE, "TaurenMaleStandardNPC", "Greeting", 5);
loadCategory(farewellLibrary_, VoiceType::TAUREN_MALE, "TaurenMaleStandardNPC", "Farewell", 5);
// Tauren Male has no Vendor/Pissed sounds in manifest
loadCategory(greetingLibrary_, VoiceType::TAUREN_FEMALE, "TaurenFemaleStandardNPC", "Greeting", 5);
loadCategory(farewellLibrary_, VoiceType::TAUREN_FEMALE, "TaurenFemaleStandardNPC", "Farewell", 5);
// Tauren Female has no Vendor/Pissed sounds in manifest
loadCategory(greetingLibrary_, VoiceType::TROLL_MALE, "TrollMaleStandardNPC", "Greeting", 6);
loadCategory(farewellLibrary_, VoiceType::TROLL_MALE, "TrollMaleStandardNPC", "Farewell", 6);
loadCategory(vendorLibrary_, VoiceType::TROLL_MALE, "TrollMaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::TROLL_MALE, "TrollMaleStandardNPC", "Pissed", 6);
loadCategory(greetingLibrary_, VoiceType::TROLL_FEMALE, "TrollFemaleStandardNPC", "Greeting", 5);
loadCategory(farewellLibrary_, VoiceType::TROLL_FEMALE, "TrollFemaleStandardNPC", "Farewell", 6);
loadCategory(vendorLibrary_, VoiceType::TROLL_FEMALE, "TrollFemaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::TROLL_FEMALE, "TrollFemaleStandardNPC", "Pissed", 5);
loadCategory(greetingLibrary_, VoiceType::UNDEAD_MALE, "UndeadMaleStandardNPC", "Greeting", 6);
loadCategory(farewellLibrary_, VoiceType::UNDEAD_MALE, "UndeadMaleStandardNPC", "Farewell", 6);
loadCategory(vendorLibrary_, VoiceType::UNDEAD_MALE, "UndeadMaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::UNDEAD_MALE, "UndeadMaleStandardNPC", "Pissed", 6);
loadCategory(greetingLibrary_, VoiceType::UNDEAD_FEMALE, "UndeadFemaleStandardNPC", "Greeting", 6);
loadCategory(farewellLibrary_, VoiceType::UNDEAD_FEMALE, "UndeadFemaleStandardNPC", "Farewell", 6);
loadCategory(vendorLibrary_, VoiceType::UNDEAD_FEMALE, "UndeadFemaleStandardNPC", "Vendor", 2);
loadCategory(pissedLibrary_, VoiceType::UNDEAD_FEMALE, "UndeadFemaleStandardNPC", "Pissed", 6);
// Load combat sounds from Character vocal files
// These use a different path structure: Sound\Character\{Race}\{Race}Vocal{Gender}\{Race}{Gender}{Sound}.wav
auto loadCombatCategory = [this](
std::unordered_map<VoiceType, std::vector<VoiceSample>>& library,
VoiceType type,
const std::string& raceFolder,
const std::string& raceGender,
const std::string& soundType,
int count) {
auto& samples = library[type];
for (int i = 1; i <= count; ++i) {
std::string num = (i < 10) ? ("0" + std::to_string(i)) : std::to_string(i);
std::string path = "Sound\\Character\\" + raceFolder + "\\" + raceFolder + "Vocal" +
(raceGender.find("Male") != std::string::npos ? "Male" : "Female") +
"\\" + raceGender + soundType + num + ".wav";
VoiceSample sample;
if (loadSound(path, sample)) samples.push_back(std::move(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)
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// Human combat sounds
loadCombatCategory(aggroLibrary_, VoiceType::HUMAN_MALE, "Human", "HumanMale", "AttackMyTarget", 2);
loadCombatCategory(fleeLibrary_, VoiceType::HUMAN_MALE, "Human", "HumanMale", "Flee", 2);
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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loadCombatCategory(aggroLibrary_, VoiceType::HUMAN_FEMALE, "Human", "HumanFemale", "AttackMyTarget", 2);
loadCombatCategory(fleeLibrary_, VoiceType::HUMAN_FEMALE, "Human", "HumanFemale", "Flee", 2);
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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// Dwarf combat sounds
loadCombatCategory(aggroLibrary_, VoiceType::DWARF_MALE, "Dwarf", "DwarfMale", "AttackMyTarget", 3);
loadCombatCategory(fleeLibrary_, VoiceType::DWARF_MALE, "Dwarf", "DwarfMale", "Flee", 2);
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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// Gnome combat sounds
loadCombatCategory(aggroLibrary_, VoiceType::GNOME_MALE, "Gnome", "GnomeMale", "AttackMyTarget", 2);
loadCombatCategory(fleeLibrary_, VoiceType::GNOME_MALE, "Gnome", "GnomeMale", "Flee", 2);
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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loadCombatCategory(aggroLibrary_, VoiceType::GNOME_FEMALE, "Gnome", "GnomeFemale", "AttackMyTarget", 2);
loadCombatCategory(fleeLibrary_, VoiceType::GNOME_FEMALE, "Gnome", "GnomeFemale", "Flee", 2);
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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// Night Elf combat sounds
loadCombatCategory(aggroLibrary_, VoiceType::NIGHTELF_MALE, "NightElf", "NightElfMale", "AttackMyTarget", 2);
loadCombatCategory(fleeLibrary_, VoiceType::NIGHTELF_MALE, "NightElf", "NightElfMale", "Flee", 2);
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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loadCombatCategory(aggroLibrary_, VoiceType::NIGHTELF_FEMALE, "NightElf", "NightElfFemale", "AttackMyTarget", 3);
loadCombatCategory(fleeLibrary_, VoiceType::NIGHTELF_FEMALE, "NightElf", "NightElfFemale", "Flee", 2);
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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// Orc combat sounds
loadCombatCategory(aggroLibrary_, VoiceType::ORC_MALE, "Orc", "OrcMale", "AttackMyTarget", 3);
loadCombatCategory(fleeLibrary_, VoiceType::ORC_MALE, "Orc", "OrcMale", "Flee", 2);
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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loadCombatCategory(aggroLibrary_, VoiceType::ORC_FEMALE, "Orc", "OrcFemale", "AttackMyTarget", 3);
loadCombatCategory(fleeLibrary_, VoiceType::ORC_FEMALE, "Orc", "OrcFemale", "Flee", 2);
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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// Undead combat sounds (Scourge folder)
loadCombatCategory(aggroLibrary_, VoiceType::UNDEAD_MALE, "Scourge", "UndeadMale", "AttackMyTarget", 2);
loadCombatCategory(fleeLibrary_, VoiceType::UNDEAD_MALE, "Scourge", "UndeadMale", "Flee", 2);
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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loadCombatCategory(aggroLibrary_, VoiceType::UNDEAD_FEMALE, "Scourge", "UndeadFemale", "AttackMyTarget", 2);
loadCombatCategory(fleeLibrary_, VoiceType::UNDEAD_FEMALE, "Scourge", "UndeadFemale", "Flee", 2);
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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// Tauren combat sounds
loadCombatCategory(aggroLibrary_, VoiceType::TAUREN_MALE, "Tauren", "TaurenMale", "AttackMyTarget", 3);
loadCombatCategory(fleeLibrary_, VoiceType::TAUREN_MALE, "Tauren", "TaurenMale", "Flee", 2);
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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loadCombatCategory(aggroLibrary_, VoiceType::TAUREN_FEMALE, "Tauren", "TaurenFemale", "AttackMyTarget", 3);
loadCombatCategory(fleeLibrary_, VoiceType::TAUREN_FEMALE, "Tauren", "TaurenFemale", "Flee", 2);
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
// Troll combat sounds
loadCombatCategory(aggroLibrary_, VoiceType::TROLL_MALE, "Troll", "TrollMale", "AttackMyTarget", 3);
loadCombatCategory(fleeLibrary_, VoiceType::TROLL_MALE, "Troll", "TrollMale", "Flee", 2);
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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loadCombatCategory(aggroLibrary_, VoiceType::TROLL_FEMALE, "Troll", "TrollFemale", "AttackMyTarget", 3);
loadCombatCategory(fleeLibrary_, VoiceType::TROLL_FEMALE, "Troll", "TrollFemale", "Flee", 2);
}
bool NpcVoiceManager::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)
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if (!assetManager_) return false;
if (!assetManager_->fileExists(path)) {
return false;
}
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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sample.path = path;
sample.data = assetManager_->readFile(path);
if (sample.data.empty()) {
LOG_WARNING("NPC voice: Failed to load sound data from ", path);
return false;
}
return true;
}
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 NpcVoiceManager::playSound(uint64_t npcGuid, VoiceType voiceType, SoundCategory category, const glm::vec3& position) {
if (!AudioEngine::instance().isInitialized()) {
return;
}
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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// Check cooldown (except for pissed and combat sounds which override cooldown)
auto now = std::chrono::steady_clock::now();
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
if (category != SoundCategory::PISSED && category != SoundCategory::AGGRO && category != SoundCategory::FLEE) {
auto it = lastPlayTime_.find(npcGuid);
if (it != lastPlayTime_.end()) {
float elapsed = std::chrono::duration<float>(now - it->second).count();
if (elapsed < GREETING_COOLDOWN) {
return;
}
}
}
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
// Select library based on category
std::unordered_map<VoiceType, std::vector<VoiceSample>>* library = nullptr;
switch (category) {
case SoundCategory::GREETING: library = &greetingLibrary_; break;
case SoundCategory::FAREWELL: library = &farewellLibrary_; break;
case SoundCategory::VENDOR: library = &vendorLibrary_; break;
case SoundCategory::PISSED: library = &pissedLibrary_; break;
case SoundCategory::AGGRO: library = &aggroLibrary_; break;
case SoundCategory::FLEE: library = &fleeLibrary_; break;
}
// Find voice samples for this type
auto libIt = library->find(voiceType);
if (libIt == library->end() || libIt->second.empty()) {
// Fallback to GENERIC
libIt = library->find(VoiceType::GENERIC);
if (libIt == library->end() || libIt->second.empty()) {
return;
}
}
const auto& samples = libIt->second;
std::uniform_int_distribution<size_t> dist(0, samples.size() - 1);
const auto& sample = samples[dist(rng_)];
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
// Play sound
std::uniform_real_distribution<float> pitchDist(0.98f, 1.02f);
bool success = AudioEngine::instance().playSound3D(
sample.data,
position,
1.0f * volumeScale_,
pitchDist(rng_),
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
60.0f
);
if (success) {
lastPlayTime_[npcGuid] = now;
}
}
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 NpcVoiceManager::playGreeting(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position) {
// Check if on cooldown - if so, increment pissed counter instead
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) {
// On cooldown - increment click count and maybe play pissed sound
playPissed(npcGuid, voiceType, position);
return;
}
}
// Reset click count on successful greeting
clickCount_[npcGuid] = 0;
playSound(npcGuid, voiceType, SoundCategory::GREETING, position);
}
void NpcVoiceManager::playFarewell(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position) {
playSound(npcGuid, voiceType, SoundCategory::FAREWELL, position);
}
void NpcVoiceManager::playVendor(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position) {
playSound(npcGuid, voiceType, SoundCategory::VENDOR, position);
}
void NpcVoiceManager::playPissed(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position) {
// Increment click count
clickCount_[npcGuid]++;
// Only play pissed sound after threshold
if (clickCount_[npcGuid] >= PISSED_CLICK_THRESHOLD) {
playSound(npcGuid, voiceType, SoundCategory::PISSED, position);
clickCount_[npcGuid] = 0; // Reset after playing
}
}
void NpcVoiceManager::playAggro(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position) {
playSound(npcGuid, voiceType, SoundCategory::AGGRO, position);
}
void NpcVoiceManager::playFlee(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position) {
playSound(npcGuid, voiceType, SoundCategory::FLEE, position);
}
} // namespace audio
} // namespace wowee