Implement activity SFX and decouple camera orbit from movement facing

This commit is contained in:
Kelsi 2026-02-03 19:49:56 -08:00
parent dfc29cad10
commit 8bc50818a9
9 changed files with 592 additions and 12 deletions

View file

@ -97,6 +97,7 @@ set(WOWEE_SOURCES
# Audio
src/audio/music_manager.cpp
src/audio/footstep_manager.cpp
src/audio/activity_sound_manager.cpp
# Pipeline (asset loaders)
src/pipeline/mpq_manager.cpp
@ -176,6 +177,7 @@ set(WOWEE_HEADERS
include/audio/music_manager.hpp
include/audio/footstep_manager.hpp
include/audio/activity_sound_manager.hpp
include/pipeline/mpq_manager.hpp
include/pipeline/blp_loader.hpp

View file

@ -0,0 +1,78 @@
#pragma once
#include "audio/footstep_manager.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();
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::array<SurfaceLandingSet, 7> landingSets;
bool swimmingActive = false;
bool swimMoving = false;
pid_t swimLoopPid = -1;
pid_t oneShotPid = -1;
std::string loopTempPath = "/tmp/wowee_swim_loop.wav";
std::string oneShotTempPath = "/tmp/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::string voiceProfileKey;
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);
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

View file

@ -37,6 +37,7 @@ public:
float getMovementSpeed() const { return movementSpeed; }
bool isMoving() const;
float getYaw() const { return yaw; }
float getFacingYaw() const { return facingYaw; }
bool isThirdPerson() const { return thirdPerson; }
bool isGrounded() const { return grounded; }
bool isJumping() const { return !grounded && verticalVelocity > 0.0f; }
@ -74,6 +75,7 @@ private:
// Stored rotation (avoids lossy forward-vector round-trip)
float yaw = 180.0f;
float pitch = -30.0f;
float facingYaw = 180.0f; // Character-facing yaw (can differ from camera yaw)
// Movement settings
float movementSpeed = 50.0f;

View file

@ -65,6 +65,7 @@ public:
void removeInstance(uint32_t instanceId);
bool getAnimationState(uint32_t instanceId, uint32_t& animationId, float& animationTimeMs, float& animationDurationMs) const;
bool hasAnimation(uint32_t instanceId, uint32_t animationId) const;
bool getInstanceModelName(uint32_t instanceId, std::string& modelName) const;
/** Attach a weapon model to a character instance at the given attachment point. */
bool attachWeapon(uint32_t charInstanceId, uint32_t attachmentId,

View file

@ -8,7 +8,7 @@
namespace wowee {
namespace core { class Window; }
namespace game { class World; class ZoneManager; }
namespace audio { class MusicManager; class FootstepManager; enum class FootstepSurface : uint8_t; }
namespace audio { class MusicManager; class FootstepManager; class ActivitySoundManager; enum class FootstepSurface : uint8_t; }
namespace pipeline { class AssetManager; }
namespace rendering {
@ -151,6 +151,7 @@ private:
std::unique_ptr<Minimap> minimap;
std::unique_ptr<audio::MusicManager> musicManager;
std::unique_ptr<audio::FootstepManager> footstepManager;
std::unique_ptr<audio::ActivitySoundManager> activitySoundManager;
std::unique_ptr<game::ZoneManager> zoneManager;
pipeline::AssetManager* cachedAssetManager = nullptr;
@ -182,6 +183,11 @@ private:
uint32_t footstepLastAnimationId = 0;
float footstepLastNormTime = 0.0f;
bool footstepNormInitialized = false;
bool sfxStateInitialized = false;
bool sfxPrevGrounded = true;
bool sfxPrevJumping = false;
bool sfxPrevFalling = false;
bool sfxPrevSwimming = false;
bool terrainEnabled = true;
bool terrainLoaded = false;

View file

@ -0,0 +1,390 @@
#include "audio/activity_sound_manager.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <algorithm>
#include <csignal>
#include <cstdio>
#include <fstream>
#include <cctype>
#include <sys/wait.h>
#include <unistd.h>
namespace wowee {
namespace audio {
namespace {
std::vector<std::string> buildClassicSet(const std::string& material) {
std::vector<std::string> out;
for (char c = 'A'; c <= 'L'; ++c) {
out.push_back("Sound\\Character\\Footsteps\\mFootMediumLarge" + material + std::string(1, c) + ".wav");
}
return out;
}
} // namespace
ActivitySoundManager::ActivitySoundManager() : rng(std::random_device{}()) {}
ActivitySoundManager::~ActivitySoundManager() { shutdown(); }
bool ActivitySoundManager::initialize(pipeline::AssetManager* assets) {
shutdown();
assetManager = assets;
if (!assetManager) return false;
rebuildJumpClipsForProfile("Human", "Human", true);
rebuildSwimLoopClipsForProfile("Human", "Human", true);
rebuildHardLandClipsForProfile("Human", "Human", true);
preloadCandidates(splashEnterClips, {
"Sound\\Character\\General\\Water\\WaterSplashSmall.wav",
"Sound\\Character\\General\\Water\\WaterSplashMedium.wav",
"Sound\\Character\\General\\Water\\WaterSplashLarge.wav",
"Sound\\Character\\Footsteps\\mFootMediumLargeWaterA.wav",
"Sound\\Character\\Footsteps\\mFootMediumLargeWaterB.wav",
"Sound\\Character\\Footsteps\\mFootMediumLargeWaterC.wav",
"Sound\\Character\\Footsteps\\mFootMediumLargeWaterD.wav"
});
splashExitClips = splashEnterClips;
preloadLandingSet(FootstepSurface::STONE, "Stone");
preloadLandingSet(FootstepSurface::DIRT, "Dirt");
preloadLandingSet(FootstepSurface::GRASS, "Grass");
preloadLandingSet(FootstepSurface::WOOD, "Wood");
preloadLandingSet(FootstepSurface::METAL, "Metal");
preloadLandingSet(FootstepSurface::WATER, "Water");
preloadLandingSet(FootstepSurface::SNOW, "Snow");
initialized = true;
core::Logger::getInstance().info("Activity SFX loaded: jump=", jumpClips.size(),
" splash=", splashEnterClips.size(),
" swimLoop=", swimLoopClips.size());
return true;
}
void ActivitySoundManager::shutdown() {
stopSwimLoop();
stopOneShot();
std::remove(loopTempPath.c_str());
std::remove(oneShotTempPath.c_str());
for (auto& set : landingSets) set.clips.clear();
jumpClips.clear();
splashEnterClips.clear();
splashExitClips.clear();
swimLoopClips.clear();
hardLandClips.clear();
swimmingActive = false;
swimMoving = false;
initialized = false;
assetManager = nullptr;
}
void ActivitySoundManager::update(float) {
reapProcesses();
}
void ActivitySoundManager::preloadCandidates(std::vector<Sample>& out, const std::vector<std::string>& candidates) {
if (!assetManager) return;
for (const auto& path : candidates) {
if (!assetManager->fileExists(path)) continue;
auto data = assetManager->readFile(path);
if (data.empty()) continue;
out.push_back({path, std::move(data)});
}
}
void ActivitySoundManager::preloadLandingSet(FootstepSurface surface, const std::string& material) {
auto& clips = landingSets[static_cast<size_t>(surface)].clips;
preloadCandidates(clips, buildClassicSet(material));
}
void ActivitySoundManager::rebuildJumpClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
jumpClips.clear();
const std::string gender = male ? "Male" : "Female";
const std::string prefix = "Sound\\Character\\" + raceFolder + "\\";
const std::string stem = raceBase + gender;
const std::string genderDir = male ? "Male" : "Female";
preloadCandidates(jumpClips, {
// Common WotLK-style variants.
prefix + stem + "\\" + stem + "Jump01.wav",
prefix + stem + "\\" + stem + "Jump02.wav",
prefix + stem + "\\" + stem + "Jump03.wav",
prefix + stem + "\\" + stem + "Exertion01.wav",
prefix + stem + "\\" + stem + "Exertion02.wav",
prefix + stem + "JumpA.wav",
prefix + stem + "JumpB.wav",
prefix + stem + "JumpC.wav",
prefix + stem + "Jump.wav",
prefix + stem + "JumpStart.wav",
prefix + stem + "Land.wav",
prefix + genderDir + "\\" + stem + "JumpA.wav",
prefix + genderDir + "\\" + stem + "JumpB.wav",
prefix + genderDir + "\\" + stem + "JumpC.wav",
prefix + genderDir + "\\" + stem + "Jump.wav",
prefix + genderDir + "\\" + stem + "JumpStart.wav",
prefix + raceBase + "JumpA.wav",
prefix + raceBase + "JumpB.wav",
prefix + raceBase + "JumpC.wav",
prefix + raceBase + "Jump.wav",
prefix + raceBase + "\\" + stem + "JumpA.wav",
prefix + raceBase + "\\" + stem + "JumpB.wav",
prefix + raceBase + "\\" + stem + "JumpC.wav",
// Alternate folder naming in some packs.
"Sound\\Character\\" + stem + "\\" + stem + "JumpA.wav",
"Sound\\Character\\" + stem + "\\" + stem + "JumpB.wav",
"Sound\\Character\\" + stem + "\\" + stem + "Jump.wav",
// Fallback safety
"Sound\\Character\\Human\\HumanMaleJumpA.wav",
"Sound\\Character\\Human\\HumanMaleJumpB.wav",
"Sound\\Character\\Human\\HumanFemaleJumpA.wav",
"Sound\\Character\\Human\\HumanFemaleJumpB.wav",
"Sound\\Character\\Human\\Male\\HumanMaleJumpA.wav",
"Sound\\Character\\Human\\Male\\HumanMaleJumpB.wav",
"Sound\\Character\\Human\\Female\\HumanFemaleJumpA.wav",
"Sound\\Character\\Human\\Female\\HumanFemaleJumpB.wav",
"Sound\\Character\\Human\\HumanMale\\HumanMaleJump01.wav",
"Sound\\Character\\Human\\HumanMale\\HumanMaleJump02.wav",
"Sound\\Character\\Human\\HumanMale\\HumanMaleJump03.wav",
"Sound\\Character\\Human\\HumanFemale\\HumanFemaleJump01.wav",
"Sound\\Character\\Human\\HumanFemale\\HumanFemaleJump02.wav",
"Sound\\Character\\Human\\HumanFemale\\HumanFemaleJump03.wav",
"Sound\\Character\\HumanMale\\HumanMaleJumpA.wav",
"Sound\\Character\\HumanMale\\HumanMaleJumpB.wav",
"Sound\\Character\\HumanFemale\\HumanFemaleJumpA.wav",
"Sound\\Character\\HumanFemale\\HumanFemaleJumpB.wav"
});
}
void ActivitySoundManager::rebuildSwimLoopClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
swimLoopClips.clear();
const std::string gender = male ? "Male" : "Female";
const std::string prefix = "Sound\\Character\\" + raceFolder + "\\";
const std::string stem = raceBase + gender;
preloadCandidates(swimLoopClips, {
prefix + stem + "\\" + stem + "SwimLoop.wav",
prefix + stem + "\\" + stem + "Swim01.wav",
prefix + stem + "\\" + stem + "Swim02.wav",
prefix + stem + "SwimLoop.wav",
prefix + stem + "Swim01.wav",
prefix + stem + "Swim02.wav",
prefix + (male ? "Male" : "Female") + "\\" + stem + "SwimLoop.wav",
"Sound\\Character\\Swim\\SwimMoveLoop.wav",
"Sound\\Character\\Swim\\SwimLoop.wav",
"Sound\\Character\\Swim\\SwimSlowLoop.wav"
});
if (swimLoopClips.empty()) {
preloadCandidates(swimLoopClips, buildClassicSet("Water"));
}
}
void ActivitySoundManager::rebuildHardLandClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
hardLandClips.clear();
const std::string gender = male ? "Male" : "Female";
const std::string prefix = "Sound\\Character\\" + raceFolder + "\\";
const std::string stem = raceBase + gender;
preloadCandidates(hardLandClips, {
prefix + stem + "\\" + stem + "LandHard01.wav",
prefix + stem + "\\" + stem + "LandHard02.wav",
prefix + stem + "LandHard01.wav",
prefix + stem + "LandHard02.wav"
});
}
bool ActivitySoundManager::playOneShot(const std::vector<Sample>& clips, float volume, float pitchLo, float pitchHi) {
if (clips.empty()) return false;
reapProcesses();
if (oneShotPid > 0) return false;
std::uniform_int_distribution<size_t> clipDist(0, clips.size() - 1);
const Sample& sample = clips[clipDist(rng)];
std::ofstream out(oneShotTempPath, std::ios::binary);
if (!out) return false;
out.write(reinterpret_cast<const char*>(sample.data.data()), static_cast<std::streamsize>(sample.data.size()));
out.close();
std::uniform_real_distribution<float> pitchDist(pitchLo, pitchHi);
float pitch = pitchDist(rng);
if (volume < 0.1f) volume = 0.1f;
if (volume > 1.2f) volume = 1.2f;
std::string filter = "asetrate=44100*" + std::to_string(pitch) +
",aresample=44100,volume=" + std::to_string(volume);
pid_t pid = fork();
if (pid == 0) {
setpgid(0, 0);
FILE* outFile = freopen("/dev/null", "w", stdout);
FILE* errFile = freopen("/dev/null", "w", stderr);
(void)outFile; (void)errFile;
execlp("ffplay", "ffplay", "-nodisp", "-autoexit", "-loglevel", "quiet",
"-af", filter.c_str(), oneShotTempPath.c_str(), nullptr);
_exit(1);
} else if (pid > 0) {
oneShotPid = pid;
return true;
}
return false;
}
void ActivitySoundManager::startSwimLoop() {
if (swimLoopPid > 0 || swimLoopClips.empty()) return;
std::uniform_int_distribution<size_t> clipDist(0, swimLoopClips.size() - 1);
const Sample& sample = swimLoopClips[clipDist(rng)];
std::ofstream out(loopTempPath, std::ios::binary);
if (!out) return;
out.write(reinterpret_cast<const char*>(sample.data.data()), static_cast<std::streamsize>(sample.data.size()));
out.close();
float volume = swimMoving ? 0.85f : 0.65f;
std::string filter = "volume=" + std::to_string(volume);
pid_t pid = fork();
if (pid == 0) {
setpgid(0, 0);
FILE* outFile = freopen("/dev/null", "w", stdout);
FILE* errFile = freopen("/dev/null", "w", stderr);
(void)outFile; (void)errFile;
execlp("ffplay", "ffplay", "-nodisp", "-autoexit", "-loop", "0", "-loglevel", "quiet",
"-af", filter.c_str(), loopTempPath.c_str(), nullptr);
_exit(1);
} else if (pid > 0) {
swimLoopPid = pid;
}
}
void ActivitySoundManager::stopSwimLoop() {
if (swimLoopPid > 0) {
kill(-swimLoopPid, SIGTERM);
kill(swimLoopPid, SIGTERM);
int status = 0;
waitpid(swimLoopPid, &status, 0);
swimLoopPid = -1;
}
}
void ActivitySoundManager::stopOneShot() {
if (oneShotPid > 0) {
kill(-oneShotPid, SIGTERM);
kill(oneShotPid, SIGTERM);
int status = 0;
waitpid(oneShotPid, &status, 0);
oneShotPid = -1;
}
}
void ActivitySoundManager::reapProcesses() {
if (oneShotPid > 0) {
int status = 0;
pid_t result = waitpid(oneShotPid, &status, WNOHANG);
if (result == oneShotPid) oneShotPid = -1;
}
if (swimLoopPid > 0) {
int status = 0;
pid_t result = waitpid(swimLoopPid, &status, WNOHANG);
if (result == swimLoopPid) swimLoopPid = -1;
}
}
void ActivitySoundManager::playJump() {
auto now = std::chrono::steady_clock::now();
if (lastJumpAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastJumpAt).count() < 0.35f) return;
}
if (playOneShot(jumpClips, 0.72f, 0.98f, 1.04f)) {
lastJumpAt = now;
}
}
void ActivitySoundManager::playLanding(FootstepSurface surface, bool hardLanding) {
auto now = std::chrono::steady_clock::now();
if (lastLandAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastLandAt).count() < 0.10f) return;
}
const auto& clips = landingSets[static_cast<size_t>(surface)].clips;
if (playOneShot(clips, hardLanding ? 1.00f : 0.82f, 0.95f, 1.03f)) {
lastLandAt = now;
}
if (hardLanding) {
playOneShot(hardLandClips, 0.84f, 0.97f, 1.03f);
}
}
void ActivitySoundManager::setSwimmingState(bool swimming, bool moving) {
swimMoving = moving;
if (swimming == swimmingActive) return;
swimmingActive = swimming;
if (swimmingActive) {
startSwimLoop();
} else {
stopSwimLoop();
}
}
void ActivitySoundManager::setCharacterVoiceProfile(const std::string& modelName) {
if (!assetManager || modelName.empty()) return;
std::string lower = modelName;
for (char& c : lower) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
bool male = (lower.find("female") == std::string::npos);
std::string folder = "Human";
std::string base = "Human";
struct RaceMap { const char* token; const char* folder; const char* base; };
static const RaceMap races[] = {
{"human", "Human", "Human"},
{"orc", "Orc", "Orc"},
{"dwarf", "Dwarf", "Dwarf"},
{"nightelf", "NightElf", "NightElf"},
{"scourge", "Scourge", "Scourge"},
{"undead", "Scourge", "Scourge"},
{"tauren", "Tauren", "Tauren"},
{"gnome", "Gnome", "Gnome"},
{"troll", "Troll", "Troll"},
{"bloodelf", "BloodElf", "BloodElf"},
{"draenei", "Draenei", "Draenei"},
{"goblin", "Goblin", "Goblin"},
{"worgen", "Worgen", "Worgen"},
};
for (const auto& r : races) {
if (lower.find(r.token) != std::string::npos) {
folder = r.folder;
base = r.base;
break;
}
}
std::string key = folder + "|" + base + "|" + (male ? "M" : "F");
if (key == voiceProfileKey) return;
voiceProfileKey = key;
rebuildJumpClipsForProfile(folder, base, male);
rebuildSwimLoopClipsForProfile(folder, base, male);
rebuildHardLandClipsForProfile(folder, base, male);
core::Logger::getInstance().info("Activity SFX voice profile: ", voiceProfileKey,
" jump clips=", jumpClips.size(),
" swim clips=", swimLoopClips.size(),
" hardLand clips=", hardLandClips.size());
}
void ActivitySoundManager::playWaterEnter() {
auto now = std::chrono::steady_clock::now();
if (lastSplashAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastSplashAt).count() < 0.20f) return;
}
if (playOneShot(splashEnterClips, 0.95f, 0.95f, 1.05f)) {
lastSplashAt = now;
}
}
void ActivitySoundManager::playWaterExit() {
auto now = std::chrono::steady_clock::now();
if (lastSplashAt.time_since_epoch().count() != 0) {
if (std::chrono::duration<float>(now - lastSplashAt).count() < 0.20f) return;
}
if (playOneShot(splashExitClips, 0.95f, 0.95f, 1.05f)) {
lastSplashAt = now;
}
}
} // namespace audio
} // namespace wowee

View file

@ -36,6 +36,7 @@ std::optional<float> selectReachableFloor(const std::optional<float>& terrainH,
CameraController::CameraController(Camera* cam) : camera(cam) {
yaw = defaultYaw;
facingYaw = defaultYaw;
pitch = defaultPitch;
reset();
}
@ -90,6 +91,7 @@ void CameraController::update(float deltaTime) {
}
if (nowTurnLeft || nowTurnRight) {
camera->setRotation(yaw, pitch);
facingYaw = yaw;
}
// Select physics constants based on mode
@ -129,12 +131,14 @@ void CameraController::update(float deltaTime) {
// Get camera axes — project forward onto XY plane for walking
glm::vec3 forward3D = camera->getForward();
glm::vec3 forward = glm::normalize(glm::vec3(forward3D.x, forward3D.y, 0.0f));
glm::vec3 right = camera->getRight();
right.z = 0.0f;
if (glm::length(right) > 0.001f) {
right = glm::normalize(right);
bool cameraDrivesFacing = rightMouseDown || mouseAutorun;
if (cameraDrivesFacing) {
facingYaw = yaw;
}
float moveYaw = cameraDrivesFacing ? yaw : facingYaw;
float moveYawRad = glm::radians(moveYaw);
glm::vec3 forward(std::cos(moveYawRad), std::sin(moveYawRad), 0.0f);
glm::vec3 right(-std::sin(moveYawRad), std::cos(moveYawRad), 0.0f);
// Toggle sit/crouch with X or C key (edge-triggered) — only when UI doesn't want keyboard
bool xDown = !uiWantsKeyboard && (input.isKeyPressed(SDL_SCANCODE_X) || input.isKeyPressed(SDL_SCANCODE_C));
@ -209,6 +213,27 @@ void CameraController::update(float deltaTime) {
if (verticalVelocity > 0.0f) verticalVelocity = 0.0f;
}
// Prevent sinking/clipping through world floor while swimming.
std::optional<float> floorH;
if (terrainManager) {
floorH = terrainManager->getHeightAt(targetPos.x, targetPos.y);
}
if (wmoRenderer) {
auto wh = wmoRenderer->getFloorHeight(targetPos.x, targetPos.y, targetPos.z + 5.0f);
if (wh && (!floorH || *wh > *floorH)) floorH = wh;
}
if (m2Renderer) {
auto mh = m2Renderer->getFloorHeight(targetPos.x, targetPos.y, targetPos.z);
if (mh && (!floorH || *mh > *floorH)) floorH = mh;
}
if (floorH) {
float swimFloor = *floorH + 0.30f;
if (targetPos.z < swimFloor) {
targetPos.z = swimFloor;
if (verticalVelocity < 0.0f) verticalVelocity = 0.0f;
}
}
grounded = false;
} else {
swimming = false;
@ -815,6 +840,7 @@ void CameraController::reset() {
}
yaw = defaultYaw;
facingYaw = defaultYaw;
pitch = defaultPitch;
verticalVelocity = 0.0f;
grounded = true;

View file

@ -1185,6 +1185,19 @@ bool CharacterRenderer::hasAnimation(uint32_t instanceId, uint32_t animationId)
return false;
}
bool CharacterRenderer::getInstanceModelName(uint32_t instanceId, std::string& modelName) const {
auto it = instances.find(instanceId);
if (it == instances.end()) {
return false;
}
auto modelIt = models.find(it->second.modelId);
if (modelIt == models.end()) {
return false;
}
modelName = modelIt->second.data.name;
return !modelName.empty();
}
bool CharacterRenderer::attachWeapon(uint32_t charInstanceId, uint32_t attachmentId,
const pipeline::M2Model& weaponModel, uint32_t weaponModelId,
const std::string& texturePath) {

View file

@ -28,6 +28,7 @@
#include "game/zone_manager.hpp"
#include "audio/music_manager.hpp"
#include "audio/footstep_manager.hpp"
#include "audio/activity_sound_manager.hpp"
#include <GL/glew.h>
#include <glm/gtc/matrix_transform.hpp>
#include <glm/gtx/euler_angles.hpp>
@ -190,6 +191,7 @@ bool Renderer::initialize(core::Window* win) {
// Create music manager (initialized later with asset manager)
musicManager = std::make_unique<audio::MusicManager>();
footstepManager = std::make_unique<audio::FootstepManager>();
activitySoundManager = std::make_unique<audio::ActivitySoundManager>();
LOG_INFO("Renderer initialized");
return true;
@ -266,6 +268,10 @@ void Renderer::shutdown() {
footstepManager->shutdown();
footstepManager.reset();
}
if (activitySoundManager) {
activitySoundManager->shutdown();
activitySoundManager.reset();
}
zoneManager.reset();
@ -647,13 +653,16 @@ void Renderer::update(float deltaTime) {
// Sync character model position/rotation and animation with follow target
if (characterInstanceId > 0 && characterRenderer && cameraController && cameraController->isThirdPerson()) {
characterRenderer->setInstancePosition(characterInstanceId, characterPosition);
if (activitySoundManager) {
std::string modelName;
if (characterRenderer->getInstanceModelName(characterInstanceId, modelName)) {
activitySoundManager->setCharacterVoiceProfile(modelName);
}
}
// Keep facing decoupled from lateral movement:
// face camera when RMB is held, or with forward/back intent.
if (cameraController->isRightMouseHeld() ||
cameraController->isMovingForward() ||
cameraController->isMovingBackward()) {
characterYaw = cameraController->getYaw();
// Movement-facing comes from camera controller and is decoupled from LMB orbit.
if (cameraController->isMoving() || cameraController->isRightMouseHeld()) {
characterYaw = cameraController->getFacingYaw();
} else if (targetPosition && !emoteActive && !cameraController->isMoving()) {
// Face target when idle
glm::vec3 toTarget = *targetPosition - characterPosition;
@ -737,6 +746,51 @@ void Renderer::update(float deltaTime) {
}
}
// Activity SFX: animation/state-driven jump, landing, and swim loops/splashes.
if (activitySoundManager) {
activitySoundManager->update(deltaTime);
if (cameraController && cameraController->isThirdPerson()) {
bool grounded = cameraController->isGrounded();
bool jumping = cameraController->isJumping();
bool falling = cameraController->isFalling();
bool swimming = cameraController->isSwimming();
bool moving = cameraController->isMoving();
if (!sfxStateInitialized) {
sfxPrevGrounded = grounded;
sfxPrevJumping = jumping;
sfxPrevFalling = falling;
sfxPrevSwimming = swimming;
sfxStateInitialized = true;
}
if (jumping && !sfxPrevJumping && !swimming) {
activitySoundManager->playJump();
}
if (grounded && !sfxPrevGrounded) {
bool hardLanding = sfxPrevFalling;
activitySoundManager->playLanding(resolveFootstepSurface(), hardLanding);
}
if (swimming && !sfxPrevSwimming) {
activitySoundManager->playWaterEnter();
} else if (!swimming && sfxPrevSwimming) {
activitySoundManager->playWaterExit();
}
activitySoundManager->setSwimmingState(swimming, moving);
sfxPrevGrounded = grounded;
sfxPrevJumping = jumping;
sfxPrevFalling = falling;
sfxPrevSwimming = swimming;
} else {
activitySoundManager->setSwimmingState(false, false);
sfxStateInitialized = false;
}
}
// Update M2 doodad animations
if (m2Renderer) {
m2Renderer->update(deltaTime);
@ -1011,6 +1065,9 @@ bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::
if (footstepManager) {
footstepManager->initialize(assetManager);
}
if (activitySoundManager) {
activitySoundManager->initialize(assetManager);
}
cachedAssetManager = assetManager;
}
@ -1079,6 +1136,11 @@ bool Renderer::loadTerrainArea(const std::string& mapName, int centerX, int cent
footstepManager->initialize(cachedAssetManager);
}
}
if (activitySoundManager && cachedAssetManager) {
if (!activitySoundManager->isInitialized()) {
activitySoundManager->initialize(cachedAssetManager);
}
}
// Wire WMO, M2, and water renderer to camera controller
if (cameraController && wmoRenderer) {