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Implement activity SFX and decouple camera orbit from movement facing
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dfc29cad10
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9 changed files with 592 additions and 12 deletions
78
include/audio/activity_sound_manager.hpp
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78
include/audio/activity_sound_manager.hpp
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@ -0,0 +1,78 @@
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#pragma once
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#include "audio/footstep_manager.hpp"
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#include <array>
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#include <chrono>
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#include <cstdint>
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#include <random>
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#include <string>
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#include <vector>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace audio {
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class ActivitySoundManager {
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public:
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ActivitySoundManager();
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~ActivitySoundManager();
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bool initialize(pipeline::AssetManager* assets);
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void shutdown();
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void update(float deltaTime);
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bool isInitialized() const { return initialized; }
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void playJump();
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void playLanding(FootstepSurface surface, bool hardLanding);
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void setSwimmingState(bool swimming, bool moving);
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void setCharacterVoiceProfile(const std::string& modelName);
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void playWaterEnter();
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void playWaterExit();
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private:
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struct Sample {
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std::string path;
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std::vector<uint8_t> data;
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};
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struct SurfaceLandingSet {
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std::vector<Sample> clips;
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};
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bool initialized = false;
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pipeline::AssetManager* assetManager = nullptr;
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std::vector<Sample> jumpClips;
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std::vector<Sample> splashEnterClips;
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std::vector<Sample> splashExitClips;
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std::vector<Sample> swimLoopClips;
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std::vector<Sample> hardLandClips;
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std::array<SurfaceLandingSet, 7> landingSets;
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bool swimmingActive = false;
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bool swimMoving = false;
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pid_t swimLoopPid = -1;
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pid_t oneShotPid = -1;
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std::string loopTempPath = "/tmp/wowee_swim_loop.wav";
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std::string oneShotTempPath = "/tmp/wowee_activity.wav";
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std::mt19937 rng;
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std::chrono::steady_clock::time_point lastJumpAt{};
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std::chrono::steady_clock::time_point lastLandAt{};
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std::chrono::steady_clock::time_point lastSplashAt{};
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std::string voiceProfileKey;
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void preloadCandidates(std::vector<Sample>& out, const std::vector<std::string>& candidates);
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void preloadLandingSet(FootstepSurface surface, const std::string& material);
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void rebuildJumpClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male);
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void rebuildSwimLoopClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male);
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void rebuildHardLandClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male);
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bool playOneShot(const std::vector<Sample>& clips, float volume, float pitchLo, float pitchHi);
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void startSwimLoop();
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void stopSwimLoop();
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void stopOneShot();
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void reapProcesses();
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};
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} // namespace audio
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} // namespace wowee
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@ -37,6 +37,7 @@ public:
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float getMovementSpeed() const { return movementSpeed; }
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bool isMoving() const;
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float getYaw() const { return yaw; }
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float getFacingYaw() const { return facingYaw; }
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bool isThirdPerson() const { return thirdPerson; }
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bool isGrounded() const { return grounded; }
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bool isJumping() const { return !grounded && verticalVelocity > 0.0f; }
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@ -74,6 +75,7 @@ private:
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// Stored rotation (avoids lossy forward-vector round-trip)
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float yaw = 180.0f;
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float pitch = -30.0f;
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float facingYaw = 180.0f; // Character-facing yaw (can differ from camera yaw)
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// Movement settings
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float movementSpeed = 50.0f;
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@ -65,6 +65,7 @@ public:
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void removeInstance(uint32_t instanceId);
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bool getAnimationState(uint32_t instanceId, uint32_t& animationId, float& animationTimeMs, float& animationDurationMs) const;
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bool hasAnimation(uint32_t instanceId, uint32_t animationId) const;
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bool getInstanceModelName(uint32_t instanceId, std::string& modelName) const;
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/** Attach a weapon model to a character instance at the given attachment point. */
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bool attachWeapon(uint32_t charInstanceId, uint32_t attachmentId,
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@ -8,7 +8,7 @@
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namespace wowee {
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namespace core { class Window; }
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namespace game { class World; class ZoneManager; }
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namespace audio { class MusicManager; class FootstepManager; enum class FootstepSurface : uint8_t; }
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namespace audio { class MusicManager; class FootstepManager; class ActivitySoundManager; enum class FootstepSurface : uint8_t; }
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namespace pipeline { class AssetManager; }
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namespace rendering {
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@ -151,6 +151,7 @@ private:
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std::unique_ptr<Minimap> minimap;
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std::unique_ptr<audio::MusicManager> musicManager;
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std::unique_ptr<audio::FootstepManager> footstepManager;
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std::unique_ptr<audio::ActivitySoundManager> activitySoundManager;
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std::unique_ptr<game::ZoneManager> zoneManager;
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pipeline::AssetManager* cachedAssetManager = nullptr;
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@ -182,6 +183,11 @@ private:
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uint32_t footstepLastAnimationId = 0;
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float footstepLastNormTime = 0.0f;
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bool footstepNormInitialized = false;
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bool sfxStateInitialized = false;
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bool sfxPrevGrounded = true;
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bool sfxPrevJumping = false;
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bool sfxPrevFalling = false;
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bool sfxPrevSwimming = false;
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bool terrainEnabled = true;
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bool terrainLoaded = false;
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