Kelsidavis-WoWee/include/audio/mount_sound_manager.hpp

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#pragma once
#include <string>
#include <cstdint>
#include <vector>
#include <chrono>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace audio {
enum class MountType {
NONE,
GROUND, // Horse, wolf, raptor, etc.
FLYING, // Griffin, wyvern, drake, etc.
SWIMMING // Sea turtle, etc.
};
enum class MountFamily {
UNKNOWN,
HORSE,
RAM,
WOLF,
TIGER,
RAPTOR,
DRAGON
};
struct MountSample {
std::string path;
std::vector<uint8_t> data;
};
class MountSoundManager {
public:
MountSoundManager();
~MountSoundManager();
bool initialize(pipeline::AssetManager* assets);
void shutdown();
void update(float deltaTime);
// Called when mounting/dismounting
void onMount(uint32_t creatureDisplayId, bool isFlying);
void onDismount();
// Update movement state
void setMoving(bool moving);
void setFlying(bool flying);
void setGrounded(bool grounded);
// Play semantic mount action sounds (triggered on animation state changes)
void playRearUpSound(); // Rear-up flourish (whinny/roar)
void playJumpSound(); // Jump start (grunt/snort)
void playLandSound(); // Landing (thud/hoof)
void playIdleSound(); // Ambient idle (snort/stomp/breath)
bool isMounted() const { return mounted_; }
void setVolumeScale(float scale) { volumeScale_ = scale; }
float getVolumeScale() const { return volumeScale_; }
private:
MountType detectMountType(uint32_t creatureDisplayId) const;
MountFamily detectMountFamily(uint32_t creatureDisplayId) const;
void updateMountSounds();
void stopAllMountSounds();
void loadMountSounds();
bool loadSound(const std::string& path, MountSample& sample);
pipeline::AssetManager* assetManager_ = nullptr;
bool mounted_ = false;
bool moving_ = false;
bool flying_ = false;
MountType currentMountType_ = MountType::NONE;
MountFamily currentMountFamily_ = MountFamily::UNKNOWN;
uint32_t currentDisplayId_ = 0;
float volumeScale_ = 1.0f;
// Mount sound samples (loaded from MPQ)
std::vector<MountSample> wingFlapSounds_;
std::vector<MountSample> wingIdleSounds_;
std::vector<MountSample> horseBreathSounds_;
std::vector<MountSample> horseMoveSounds_;
std::vector<MountSample> horseJumpSounds_; // Jump effort sounds
std::vector<MountSample> horseLandSounds_; // Landing thud sounds
std::vector<MountSample> horseIdleSounds_; // Snorts and whinnies for idle
// Sound state tracking
bool playingMovementSound_ = false;
bool playingIdleSound_ = false;
std::chrono::steady_clock::time_point lastSoundUpdate_;
std::chrono::steady_clock::time_point lastActionSoundTime_; // Cooldown for action sounds
float soundLoopTimer_ = 0.0f;
};
} // namespace audio
} // namespace wowee