Add player character combat vocals with 60+ voice lines

Implemented player combat vocals for Blood Elf and Draenei races:

Player vocal types:
- Attack grunts: Multiple variations per race/gender
- Wound sounds: Pain reactions when hit
- Wound crits: Special sounds for critical hits taken
- Death cries: Final sounds when player dies

Race coverage (60+ voice lines):
- Blood Elf Male: 9 attacks, 8 wounds, 3 crit wounds, 2 deaths
- Blood Elf Female: 5 attacks, 7 wounds, 1 death
- Draenei Male: 7 attacks, 8 wounds, 3 crit wounds, 2 deaths
- Draenei Female: 7 attacks, 4 wounds, 3 crit wounds, 1 death

Technical details:
- Loads 60+ vocal sound files from Sound\Character\*PC folders
- Simple API: playPlayerAttackGrunt(race), playPlayerWound(race, crit), playPlayerDeath(race)
- Random variation selection for immersion
- Volume at 0.9-1.1 depending on sound type
- Crit wounds play 1.1x louder for emphasis
- Extensible design ready for other races
- Only BC races have dedicated PC vocal folders in WotLK 3.3.5a

Usage examples:
```cpp
combatSoundManager->playPlayerAttackGrunt(PlayerRace::BLOOD_ELF_MALE);
combatSoundManager->playPlayerWound(PlayerRace::DRAENEI_FEMALE, true);  // Crit
combatSoundManager->playPlayerDeath(PlayerRace::BLOOD_ELF_FEMALE);
```

This adds essential combat immersion with player character reactions!
This commit is contained in:
Kelsi 2026-02-09 16:42:15 -08:00
parent da249d5be0
commit 3a3e9f3c79
2 changed files with 189 additions and 0 deletions

View file

@ -50,6 +50,18 @@ public:
// Emote sounds
void playClap();
// Player character vocals
enum class PlayerRace {
BLOOD_ELF_MALE,
BLOOD_ELF_FEMALE,
DRAENEI_MALE,
DRAENEI_FEMALE
};
void playPlayerAttackGrunt(PlayerRace race);
void playPlayerWound(PlayerRace race, bool isCrit = false);
void playPlayerDeath(PlayerRace race);
private:
struct CombatSample {
std::string path;
@ -83,6 +95,26 @@ private:
// Emote sounds
std::vector<CombatSample> clapSounds_;
// Player character vocal libraries
std::vector<CombatSample> bloodElfMaleAttackSounds_;
std::vector<CombatSample> bloodElfMaleWoundSounds_;
std::vector<CombatSample> bloodElfMaleWoundCritSounds_;
std::vector<CombatSample> bloodElfMaleDeathSounds_;
std::vector<CombatSample> bloodElfFemaleAttackSounds_;
std::vector<CombatSample> bloodElfFemaleWoundSounds_;
std::vector<CombatSample> bloodElfFemaleDeathSounds_;
std::vector<CombatSample> draeneiMaleAttackSounds_;
std::vector<CombatSample> draeneiMaleWoundSounds_;
std::vector<CombatSample> draeneiMaleWoundCritSounds_;
std::vector<CombatSample> draeneiMaleDeathSounds_;
std::vector<CombatSample> draeneiFemaleAttackSounds_;
std::vector<CombatSample> draeneiFemaleWoundSounds_;
std::vector<CombatSample> draeneiFemaleWoundCritSounds_;
std::vector<CombatSample> draeneiFemaleDeathSounds_;
// State tracking
float volumeScale_ = 1.0f;
bool initialized_ = false;

View file

@ -104,12 +104,101 @@ bool CombatSoundManager::initialize(pipeline::AssetManager* assets) {
loadSound("Sound\\Character\\EmoteClap" + std::to_string(i + 1) + ".wav", clapSounds_[i], assets);
}
// Load Blood Elf Male PC vocals
bloodElfMaleAttackSounds_.resize(9);
for (char c = 'A'; c <= 'I'; ++c) {
std::string path = "Sound\\Character\\BloodElfMalePC\\BloodElfMalePCAttack" + std::string(1, c) + ".wav";
loadSound(path, bloodElfMaleAttackSounds_[c - 'A'], assets);
}
bloodElfMaleWoundSounds_.resize(8);
for (char c = 'A'; c <= 'H'; ++c) {
std::string path = "Sound\\Character\\BloodElfMalePC\\BloodElfMalePCWound" + std::string(1, c) + ".wav";
loadSound(path, bloodElfMaleWoundSounds_[c - 'A'], assets);
}
bloodElfMaleWoundCritSounds_.resize(3);
for (char c = 'A'; c <= 'C'; ++c) {
std::string path = "Sound\\Character\\BloodElfMalePC\\BloodElfMalePCWoundCrit" + std::string(1, c) + ".wav";
loadSound(path, bloodElfMaleWoundCritSounds_[c - 'A'], assets);
}
bloodElfMaleDeathSounds_.resize(2);
loadSound("Sound\\Character\\BloodElfMalePC\\BloodElfMalePCDeath.wav", bloodElfMaleDeathSounds_[0], assets);
loadSound("Sound\\Character\\BloodElfMalePC\\BloodElfMalePCDeath2.wav", bloodElfMaleDeathSounds_[1], assets);
// Load Blood Elf Female PC vocals
bloodElfFemaleAttackSounds_.resize(5);
for (char c = 'A'; c <= 'E'; ++c) {
std::string path = "Sound\\Character\\BloodElfFemalePC\\BloodElfFemalePCAttack" + std::string(1, c) + ".wav";
loadSound(path, bloodElfFemaleAttackSounds_[c - 'A'], assets);
}
bloodElfFemaleWoundSounds_.resize(7);
const char* femaleWoundSuffixes[] = {"A", "B", "D", "E", "F", "G", ""};
for (int i = 0; i < 7; ++i) {
std::string path = "Sound\\Character\\BloodElfFemalePC\\BloodElfFemalePCWound" + std::string(femaleWoundSuffixes[i]) + ".wav";
loadSound(path, bloodElfFemaleWoundSounds_[i], assets);
}
bloodElfFemaleDeathSounds_.resize(1);
loadSound("Sound\\Character\\BloodElfFemalePC\\BloodElfFemalePCDeath.wav", bloodElfFemaleDeathSounds_[0], assets);
// Load Draenei Male PC vocals
draeneiMaleAttackSounds_.resize(7);
for (char c = 'A'; c <= 'G'; ++c) {
std::string path = "Sound\\Character\\DraeneiMalePC\\DraeneiMalePCAttack" + std::string(1, c) + ".wav";
loadSound(path, draeneiMaleAttackSounds_[c - 'A'], assets);
}
draeneiMaleWoundSounds_.resize(8);
for (char c = 'A'; c <= 'H'; ++c) {
std::string path = "Sound\\Character\\DraeneiMalePC\\DraeneiMalePCWound" + std::string(1, c) + ".wav";
loadSound(path, draeneiMaleWoundSounds_[c - 'A'], assets);
}
draeneiMaleWoundCritSounds_.resize(3);
for (char c = 'A'; c <= 'C'; ++c) {
std::string path = "Sound\\Character\\DraeneiMalePC\\DraeneiMalePCWoundCrit" + std::string(1, c) + ".wav";
loadSound(path, draeneiMaleWoundCritSounds_[c - 'A'], assets);
}
draeneiMaleDeathSounds_.resize(2);
loadSound("Sound\\Character\\DraeneiMalePC\\DraeneiMalePCDeath.wav", draeneiMaleDeathSounds_[0], assets);
loadSound("Sound\\Character\\DraeneiMalePC\\DraeneiMalePCDeath2.wav", draeneiMaleDeathSounds_[1], assets);
// Load Draenei Female PC vocals
draeneiFemaleAttackSounds_.resize(7);
for (char c = 'A'; c <= 'G'; ++c) {
std::string path = "Sound\\Character\\DraeneiFemalePC\\DraeneiFemalePCAttack" + std::string(1, c) + ".wav";
loadSound(path, draeneiFemaleAttackSounds_[c - 'A'], assets);
}
draeneiFemaleWoundSounds_.resize(4);
for (char c = 'A'; c <= 'D'; ++c) {
std::string path = "Sound\\Character\\DraeneiFemalePC\\DraeneiFemalePCWound" + std::string(1, c) + ".wav";
loadSound(path, draeneiFemaleWoundSounds_[c - 'A'], assets);
}
draeneiFemaleWoundCritSounds_.resize(3);
for (char c = 'A'; c <= 'C'; ++c) {
std::string path = "Sound\\Character\\DraeneiFemalePC\\DraeneiFemalePCWoundCrit" + std::string(1, c) + ".wav";
loadSound(path, draeneiFemaleWoundCritSounds_[c - 'A'], assets);
}
draeneiFemaleDeathSounds_.resize(1);
loadSound("Sound\\Character\\DraeneiFemalePC\\DraeneiFemalePCDeath.wav", draeneiFemaleDeathSounds_[0], assets);
LOG_INFO("CombatSoundManager: Weapon swings - Small: ", swingSmallSounds_[0].loaded ? "YES" : "NO",
", Medium: ", swingMediumSounds_[0].loaded ? "YES" : "NO",
", Large: ", swingLargeSounds_[0].loaded ? "YES" : "NO");
LOG_INFO("CombatSoundManager: Impact sounds - Flesh: ", hitFleshSounds_[0].loaded ? "YES" : "NO",
", Chain: ", hitChainSounds_[0].loaded ? "YES" : "NO",
", Plate: ", hitPlateSounds_[0].loaded ? "YES" : "NO");
LOG_INFO("CombatSoundManager: Player vocals - BE Male: ", bloodElfMaleAttackSounds_[0].loaded ? "YES" : "NO",
", BE Female: ", bloodElfFemaleAttackSounds_[0].loaded ? "YES" : "NO",
", Draenei Male: ", draeneiMaleAttackSounds_[0].loaded ? "YES" : "NO",
", Draenei Female: ", draeneiFemaleAttackSounds_[0].loaded ? "YES" : "NO");
LOG_INFO("CombatSoundManager: Emote sounds - Clap: ", clapSounds_[0].loaded ? "YES" : "NO");
initialized_ = true;
@ -253,5 +342,73 @@ void CombatSoundManager::playClap() {
playRandomSound(clapSounds_, 0.9f);
}
void CombatSoundManager::playPlayerAttackGrunt(PlayerRace race) {
switch (race) {
case PlayerRace::BLOOD_ELF_MALE:
playRandomSound(bloodElfMaleAttackSounds_, 0.9f);
break;
case PlayerRace::BLOOD_ELF_FEMALE:
playRandomSound(bloodElfFemaleAttackSounds_, 0.9f);
break;
case PlayerRace::DRAENEI_MALE:
playRandomSound(draeneiMaleAttackSounds_, 0.9f);
break;
case PlayerRace::DRAENEI_FEMALE:
playRandomSound(draeneiFemaleAttackSounds_, 0.9f);
break;
}
}
void CombatSoundManager::playPlayerWound(PlayerRace race, bool isCrit) {
if (isCrit) {
switch (race) {
case PlayerRace::BLOOD_ELF_MALE:
playRandomSound(bloodElfMaleWoundCritSounds_, 1.1f);
break;
case PlayerRace::BLOOD_ELF_FEMALE:
playRandomSound(bloodElfFemaleWoundSounds_, 1.1f); // No separate crit sounds
break;
case PlayerRace::DRAENEI_MALE:
playRandomSound(draeneiMaleWoundCritSounds_, 1.1f);
break;
case PlayerRace::DRAENEI_FEMALE:
playRandomSound(draeneiFemaleWoundCritSounds_, 1.1f);
break;
}
} else {
switch (race) {
case PlayerRace::BLOOD_ELF_MALE:
playRandomSound(bloodElfMaleWoundSounds_, 0.9f);
break;
case PlayerRace::BLOOD_ELF_FEMALE:
playRandomSound(bloodElfFemaleWoundSounds_, 0.9f);
break;
case PlayerRace::DRAENEI_MALE:
playRandomSound(draeneiMaleWoundSounds_, 0.9f);
break;
case PlayerRace::DRAENEI_FEMALE:
playRandomSound(draeneiFemaleWoundSounds_, 0.9f);
break;
}
}
}
void CombatSoundManager::playPlayerDeath(PlayerRace race) {
switch (race) {
case PlayerRace::BLOOD_ELF_MALE:
playRandomSound(bloodElfMaleDeathSounds_, 1.0f);
break;
case PlayerRace::BLOOD_ELF_FEMALE:
playRandomSound(bloodElfFemaleDeathSounds_, 1.0f);
break;
case PlayerRace::DRAENEI_MALE:
playRandomSound(draeneiMaleDeathSounds_, 1.0f);
break;
case PlayerRace::DRAENEI_FEMALE:
playRandomSound(draeneiFemaleDeathSounds_, 1.0f);
break;
}
}
} // namespace audio
} // namespace wowee