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synced 2026-03-22 23:30:14 +00:00
Fix NPC voice paths to use Sound\Creature\ with .ogg format
NPC sounds are in Sound\Creature\[npctype]\ not Sound\Character\. Changed to use correct paths like humanmalestandardnpc/humanfemalestandardnpc with .ogg extension. This matches actual WoW 3.3.5a structure.
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708142a8a4
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1 changed files with 25 additions and 76 deletions
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@ -20,17 +20,15 @@ bool NpcVoiceManager::initialize(pipeline::AssetManager* assets) {
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return false;
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}
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// Probe for actual sound file paths
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// Probe for actual sound file paths (NPC sounds are in Sound\Creature\)
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LOG_INFO("=== Probing for NPC voice files ===");
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std::vector<std::string> testPaths = {
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"Sound\\Character\\Human\\HumanMaleHello01.wav",
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"Sound\\Character\\Human\\HumanMaleGreeting01.wav",
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"Sound\\Character\\Human\\HumanVocMaleHello01.wav",
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"Sound\\Character\\PCVoice\\Human\\Male\\HumanMaleHello01.wav",
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"Sound\\Character\\PCGuildGreetings\\HumanMaleGuildGreeting01.wav",
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"Sound\\Character\\Human\\HumanVocMaleYes01.wav",
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"Sound\\Character\\Human\\HumanVocMaleYes02.wav",
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"Sound\\Character\\Human\\HumanVocMaleYes03.wav",
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"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting01.ogg",
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"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting02.ogg",
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"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting01.ogg",
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"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting02.ogg",
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"Sound\\Creature\\NPCGhoul\\NPCGhoulVendor01.ogg",
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"Sound\\Creature\\NPCGhoul\\NPCGhoulVendor02.ogg",
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};
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for (const auto& path : testPaths) {
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bool exists = assetManager_->fileExists(path);
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@ -67,25 +65,15 @@ void NpcVoiceManager::shutdown() {
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void NpcVoiceManager::loadVoiceSounds() {
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if (!assetManager_) return;
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// Generic NPC greetings using various emotes (Hello, Yes, Thanks)
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// Generic NPC greetings (using standard NPC creature sounds in .ogg format)
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// These are the actual NPC vendor/innkeeper greetings from Sound/Creature/
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std::vector<std::string> genericPaths = {
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"Sound\\Character\\Human\\HumanMaleHello01.wav",
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"Sound\\Character\\Human\\HumanMaleHello02.wav",
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"Sound\\Character\\Human\\HumanMaleHello03.wav",
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"Sound\\Character\\Human\\HumanMaleYes01.wav",
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"Sound\\Character\\Human\\HumanMaleYes02.wav",
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"Sound\\Character\\Human\\HumanMaleYes03.wav",
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"Sound\\Character\\Human\\HumanFemaleHello01.wav",
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"Sound\\Character\\Human\\HumanFemaleHello02.wav",
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"Sound\\Character\\Human\\HumanFemaleYes01.wav",
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"Sound\\Character\\Human\\HumanFemaleYes02.wav",
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"Sound\\Character\\Dwarf\\DwarfMaleHello01.wav",
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"Sound\\Character\\Dwarf\\DwarfMaleHello02.wav",
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"Sound\\Character\\Dwarf\\DwarfMaleYes01.wav",
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"Sound\\Character\\NightElf\\NightElfMaleHello01.wav",
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"Sound\\Character\\NightElf\\NightElfMaleYes01.wav",
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"Sound\\Character\\NightElf\\NightElfFemaleHello01.wav",
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"Sound\\Character\\NightElf\\NightElfFemaleYes01.wav",
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"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting01.ogg",
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"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting02.ogg",
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"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting03.ogg",
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"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting01.ogg",
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"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting02.ogg",
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"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting03.ogg",
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};
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auto& genericVoices = voiceLibrary_[VoiceType::GENERIC];
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@ -96,13 +84,11 @@ void NpcVoiceManager::loadVoiceSounds() {
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}
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}
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// Human male
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// Human male NPCs
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std::vector<std::string> humanMalePaths = {
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"Sound\\Character\\Human\\HumanMaleHello01.wav",
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"Sound\\Character\\Human\\HumanMaleHello02.wav",
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"Sound\\Character\\Human\\HumanMaleHello03.wav",
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"Sound\\Character\\Human\\HumanMaleYes01.wav",
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"Sound\\Character\\Human\\HumanMaleYes02.wav",
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"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting01.ogg",
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"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting02.ogg",
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"Sound\\Creature\\humanmalestandardnpc\\humanmalestandardnpcgreeting03.ogg",
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};
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auto& humanMale = voiceLibrary_[VoiceType::HUMAN_MALE];
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for (const auto& path : humanMalePaths) {
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@ -112,11 +98,11 @@ void NpcVoiceManager::loadVoiceSounds() {
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}
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}
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// Human female
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// Human female NPCs
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std::vector<std::string> humanFemalePaths = {
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"Sound\\Character\\Human\\HumanFemaleHello01.wav",
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"Sound\\Character\\Human\\HumanFemaleHello02.wav",
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"Sound\\Character\\Human\\HumanFemaleYes01.wav",
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"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting01.ogg",
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"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting02.ogg",
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"Sound\\Creature\\humanfemalestandardnpc\\humanfemalestandardnpcgreeting03.ogg",
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};
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auto& humanFemale = voiceLibrary_[VoiceType::HUMAN_FEMALE];
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for (const auto& path : humanFemalePaths) {
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@ -126,45 +112,8 @@ void NpcVoiceManager::loadVoiceSounds() {
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}
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}
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// Dwarf male
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std::vector<std::string> dwarfMalePaths = {
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"Sound\\Character\\Dwarf\\DwarfMaleHello01.wav",
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"Sound\\Character\\Dwarf\\DwarfMaleHello02.wav",
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"Sound\\Character\\Dwarf\\DwarfMaleYes01.wav",
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};
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auto& dwarfMale = voiceLibrary_[VoiceType::DWARF_MALE];
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for (const auto& path : dwarfMalePaths) {
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VoiceSample sample;
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if (loadSound(path, sample)) {
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dwarfMale.push_back(std::move(sample));
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}
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}
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// Night elf male
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std::vector<std::string> nelfMalePaths = {
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"Sound\\Character\\NightElf\\NightElfMaleHello01.wav",
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"Sound\\Character\\NightElf\\NightElfMaleYes01.wav",
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};
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auto& nelfMale = voiceLibrary_[VoiceType::NIGHTELF_MALE];
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for (const auto& path : nelfMalePaths) {
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VoiceSample sample;
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if (loadSound(path, sample)) {
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nelfMale.push_back(std::move(sample));
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}
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}
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// Night elf female
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std::vector<std::string> nelfFemalePaths = {
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"Sound\\Character\\NightElf\\NightElfFemaleHello01.wav",
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"Sound\\Character\\NightElf\\NightElfFemaleYes01.wav",
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};
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auto& nelfFemale = voiceLibrary_[VoiceType::NIGHTELF_FEMALE];
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for (const auto& path : nelfFemalePaths) {
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VoiceSample sample;
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if (loadSound(path, sample)) {
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nelfFemale.push_back(std::move(sample));
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}
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}
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// TODO: Add other race-specific NPC greetings when needed
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// For now, all NPCs will use human standard greetings as fallback
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// Log loaded voice types
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int totalLoaded = 0;
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