Smooth login music start and lower auth-screen volume

Add configurable fade-in support to MusicManager playback paths and use it for auth/login intro tracks to avoid abrupt starts. Apply a login-only 20% music attenuation while the auth screen is active, then restore the previous music volume when leaving login so in-game volume remains unchanged.
This commit is contained in:
Kelsi 2026-02-20 20:34:06 -08:00
parent 3368dbb9ec
commit 44a947163d
4 changed files with 90 additions and 20 deletions

View file

@ -18,8 +18,8 @@ public:
bool initialize(pipeline::AssetManager* assets);
void shutdown();
void playMusic(const std::string& mpqPath, bool loop = true);
void playFilePath(const std::string& filePath, bool loop = true);
void playMusic(const std::string& mpqPath, bool loop = true, float fadeInMs = 0.0f);
void playFilePath(const std::string& filePath, bool loop = true, float fadeInMs = 0.0f);
void stopMusic(float fadeMs = 2000.0f);
void crossfadeTo(const std::string& mpqPath, float fadeMs = 3000.0f);
void crossfadeToFile(const std::string& filePath, float fadeMs = 3000.0f);
@ -34,6 +34,7 @@ public:
const std::string& getCurrentTrack() const { return currentTrack; }
private:
float effectiveMusicVolume() const;
pipeline::AssetManager* assetManager = nullptr;
std::string currentTrack;
bool currentTrackIsFile = false;
@ -47,6 +48,10 @@ private:
bool pendingIsFile = false;
float fadeTimer = 0.0f;
float fadeDuration = 0.0f;
bool fadingIn = false;
float fadeInTimer = 0.0f;
float fadeInDuration = 0.0f;
float fadeInTargetVolume = 0.0f;
std::unordered_map<std::string, std::vector<uint8_t>> musicDataCache_;
};