Kelsidavis-WoWee/include/audio/activity_sound_manager.hpp

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#pragma once
#include "audio/footstep_manager.hpp"
#include "platform/process.hpp"
#include <array>
#include <chrono>
#include <cstdint>
#include <random>
#include <string>
#include <vector>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace audio {
class ActivitySoundManager {
public:
ActivitySoundManager();
~ActivitySoundManager();
bool initialize(pipeline::AssetManager* assets);
void shutdown();
void update(float deltaTime);
bool isInitialized() const { return initialized; }
void playJump();
void playLanding(FootstepSurface surface, bool hardLanding);
void setSwimmingState(bool swimming, bool moving);
void setCharacterVoiceProfile(const std::string& modelName);
void playWaterEnter();
void playWaterExit();
void playMeleeSwing();
void playAttackGrunt();
void playWound(bool isCrit = false);
void playDeath();
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void setVolumeScale(float scale) { volumeScale = scale; }
float getVolumeScale() const { return volumeScale; }
private:
struct Sample {
std::string path;
std::vector<uint8_t> data;
};
struct SurfaceLandingSet {
std::vector<Sample> clips;
};
bool initialized = false;
pipeline::AssetManager* assetManager = nullptr;
std::vector<Sample> jumpClips;
std::vector<Sample> splashEnterClips;
std::vector<Sample> splashExitClips;
std::vector<Sample> swimLoopClips;
std::vector<Sample> hardLandClips;
std::vector<Sample> meleeSwingClips;
std::vector<Sample> attackGruntClips;
std::vector<Sample> woundClips;
std::vector<Sample> woundCritClips;
std::vector<Sample> deathClips;
std::array<SurfaceLandingSet, 7> landingSets;
bool swimmingActive = false;
bool swimMoving = false;
ProcessHandle swimLoopPid = INVALID_PROCESS;
ProcessHandle oneShotPid = INVALID_PROCESS;
std::string loopTempPath = platform::getTempFilePath("wowee_swim_loop.wav");
std::string oneShotTempPath = platform::getTempFilePath("wowee_activity.wav");
std::mt19937 rng;
std::chrono::steady_clock::time_point lastJumpAt{};
std::chrono::steady_clock::time_point lastLandAt{};
std::chrono::steady_clock::time_point lastSplashAt{};
std::chrono::steady_clock::time_point lastMeleeSwingAt{};
std::chrono::steady_clock::time_point lastAttackGruntAt{};
std::chrono::steady_clock::time_point lastWoundAt{};
std::chrono::steady_clock::time_point lastSwimStrokeAt{};
bool meleeSwingWarned = false;
std::string voiceProfileKey;
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float volumeScale = 1.0f;
void preloadCandidates(std::vector<Sample>& out, const std::vector<std::string>& candidates);
void preloadLandingSet(FootstepSurface surface, const std::string& material);
void rebuildJumpClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male);
void rebuildSwimLoopClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male);
void rebuildHardLandClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male);
void rebuildCombatVocalClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male);
bool playOneShot(const std::vector<Sample>& clips, float volume, float pitchLo, float pitchHi);
void startSwimLoop();
void stopSwimLoop();
void stopOneShot();
void reapProcesses();
};
} // namespace audio
} // namespace wowee