mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-04 16:23:52 +00:00
Implement activity SFX and decouple camera orbit from movement facing
This commit is contained in:
parent
dfc29cad10
commit
8bc50818a9
9 changed files with 592 additions and 12 deletions
390
src/audio/activity_sound_manager.cpp
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390
src/audio/activity_sound_manager.cpp
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#include "audio/activity_sound_manager.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "core/logger.hpp"
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#include <algorithm>
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#include <csignal>
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#include <cstdio>
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#include <fstream>
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#include <cctype>
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#include <sys/wait.h>
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#include <unistd.h>
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namespace wowee {
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namespace audio {
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namespace {
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std::vector<std::string> buildClassicSet(const std::string& material) {
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std::vector<std::string> out;
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for (char c = 'A'; c <= 'L'; ++c) {
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out.push_back("Sound\\Character\\Footsteps\\mFootMediumLarge" + material + std::string(1, c) + ".wav");
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}
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return out;
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}
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} // namespace
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ActivitySoundManager::ActivitySoundManager() : rng(std::random_device{}()) {}
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ActivitySoundManager::~ActivitySoundManager() { shutdown(); }
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bool ActivitySoundManager::initialize(pipeline::AssetManager* assets) {
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shutdown();
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assetManager = assets;
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if (!assetManager) return false;
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rebuildJumpClipsForProfile("Human", "Human", true);
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rebuildSwimLoopClipsForProfile("Human", "Human", true);
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rebuildHardLandClipsForProfile("Human", "Human", true);
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preloadCandidates(splashEnterClips, {
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"Sound\\Character\\General\\Water\\WaterSplashSmall.wav",
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"Sound\\Character\\General\\Water\\WaterSplashMedium.wav",
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"Sound\\Character\\General\\Water\\WaterSplashLarge.wav",
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"Sound\\Character\\Footsteps\\mFootMediumLargeWaterA.wav",
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"Sound\\Character\\Footsteps\\mFootMediumLargeWaterB.wav",
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"Sound\\Character\\Footsteps\\mFootMediumLargeWaterC.wav",
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"Sound\\Character\\Footsteps\\mFootMediumLargeWaterD.wav"
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});
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splashExitClips = splashEnterClips;
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preloadLandingSet(FootstepSurface::STONE, "Stone");
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preloadLandingSet(FootstepSurface::DIRT, "Dirt");
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preloadLandingSet(FootstepSurface::GRASS, "Grass");
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preloadLandingSet(FootstepSurface::WOOD, "Wood");
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preloadLandingSet(FootstepSurface::METAL, "Metal");
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preloadLandingSet(FootstepSurface::WATER, "Water");
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preloadLandingSet(FootstepSurface::SNOW, "Snow");
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initialized = true;
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core::Logger::getInstance().info("Activity SFX loaded: jump=", jumpClips.size(),
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" splash=", splashEnterClips.size(),
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" swimLoop=", swimLoopClips.size());
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return true;
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}
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void ActivitySoundManager::shutdown() {
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stopSwimLoop();
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stopOneShot();
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std::remove(loopTempPath.c_str());
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std::remove(oneShotTempPath.c_str());
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for (auto& set : landingSets) set.clips.clear();
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jumpClips.clear();
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splashEnterClips.clear();
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splashExitClips.clear();
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swimLoopClips.clear();
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hardLandClips.clear();
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swimmingActive = false;
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swimMoving = false;
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initialized = false;
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assetManager = nullptr;
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}
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void ActivitySoundManager::update(float) {
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reapProcesses();
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}
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void ActivitySoundManager::preloadCandidates(std::vector<Sample>& out, const std::vector<std::string>& candidates) {
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if (!assetManager) return;
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for (const auto& path : candidates) {
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if (!assetManager->fileExists(path)) continue;
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auto data = assetManager->readFile(path);
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if (data.empty()) continue;
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out.push_back({path, std::move(data)});
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}
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}
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void ActivitySoundManager::preloadLandingSet(FootstepSurface surface, const std::string& material) {
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auto& clips = landingSets[static_cast<size_t>(surface)].clips;
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preloadCandidates(clips, buildClassicSet(material));
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}
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void ActivitySoundManager::rebuildJumpClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
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jumpClips.clear();
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const std::string gender = male ? "Male" : "Female";
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const std::string prefix = "Sound\\Character\\" + raceFolder + "\\";
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const std::string stem = raceBase + gender;
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const std::string genderDir = male ? "Male" : "Female";
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preloadCandidates(jumpClips, {
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// Common WotLK-style variants.
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prefix + stem + "\\" + stem + "Jump01.wav",
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prefix + stem + "\\" + stem + "Jump02.wav",
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prefix + stem + "\\" + stem + "Jump03.wav",
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prefix + stem + "\\" + stem + "Exertion01.wav",
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prefix + stem + "\\" + stem + "Exertion02.wav",
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prefix + stem + "JumpA.wav",
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prefix + stem + "JumpB.wav",
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prefix + stem + "JumpC.wav",
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prefix + stem + "Jump.wav",
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prefix + stem + "JumpStart.wav",
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prefix + stem + "Land.wav",
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prefix + genderDir + "\\" + stem + "JumpA.wav",
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prefix + genderDir + "\\" + stem + "JumpB.wav",
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prefix + genderDir + "\\" + stem + "JumpC.wav",
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prefix + genderDir + "\\" + stem + "Jump.wav",
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prefix + genderDir + "\\" + stem + "JumpStart.wav",
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prefix + raceBase + "JumpA.wav",
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prefix + raceBase + "JumpB.wav",
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prefix + raceBase + "JumpC.wav",
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prefix + raceBase + "Jump.wav",
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prefix + raceBase + "\\" + stem + "JumpA.wav",
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prefix + raceBase + "\\" + stem + "JumpB.wav",
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prefix + raceBase + "\\" + stem + "JumpC.wav",
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// Alternate folder naming in some packs.
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"Sound\\Character\\" + stem + "\\" + stem + "JumpA.wav",
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"Sound\\Character\\" + stem + "\\" + stem + "JumpB.wav",
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"Sound\\Character\\" + stem + "\\" + stem + "Jump.wav",
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// Fallback safety
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"Sound\\Character\\Human\\HumanMaleJumpA.wav",
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"Sound\\Character\\Human\\HumanMaleJumpB.wav",
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"Sound\\Character\\Human\\HumanFemaleJumpA.wav",
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"Sound\\Character\\Human\\HumanFemaleJumpB.wav",
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"Sound\\Character\\Human\\Male\\HumanMaleJumpA.wav",
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"Sound\\Character\\Human\\Male\\HumanMaleJumpB.wav",
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"Sound\\Character\\Human\\Female\\HumanFemaleJumpA.wav",
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"Sound\\Character\\Human\\Female\\HumanFemaleJumpB.wav",
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"Sound\\Character\\Human\\HumanMale\\HumanMaleJump01.wav",
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"Sound\\Character\\Human\\HumanMale\\HumanMaleJump02.wav",
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"Sound\\Character\\Human\\HumanMale\\HumanMaleJump03.wav",
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"Sound\\Character\\Human\\HumanFemale\\HumanFemaleJump01.wav",
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"Sound\\Character\\Human\\HumanFemale\\HumanFemaleJump02.wav",
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"Sound\\Character\\Human\\HumanFemale\\HumanFemaleJump03.wav",
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"Sound\\Character\\HumanMale\\HumanMaleJumpA.wav",
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"Sound\\Character\\HumanMale\\HumanMaleJumpB.wav",
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"Sound\\Character\\HumanFemale\\HumanFemaleJumpA.wav",
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"Sound\\Character\\HumanFemale\\HumanFemaleJumpB.wav"
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});
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}
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void ActivitySoundManager::rebuildSwimLoopClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
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swimLoopClips.clear();
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const std::string gender = male ? "Male" : "Female";
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const std::string prefix = "Sound\\Character\\" + raceFolder + "\\";
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const std::string stem = raceBase + gender;
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preloadCandidates(swimLoopClips, {
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prefix + stem + "\\" + stem + "SwimLoop.wav",
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prefix + stem + "\\" + stem + "Swim01.wav",
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prefix + stem + "\\" + stem + "Swim02.wav",
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prefix + stem + "SwimLoop.wav",
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prefix + stem + "Swim01.wav",
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prefix + stem + "Swim02.wav",
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prefix + (male ? "Male" : "Female") + "\\" + stem + "SwimLoop.wav",
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"Sound\\Character\\Swim\\SwimMoveLoop.wav",
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"Sound\\Character\\Swim\\SwimLoop.wav",
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"Sound\\Character\\Swim\\SwimSlowLoop.wav"
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});
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if (swimLoopClips.empty()) {
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preloadCandidates(swimLoopClips, buildClassicSet("Water"));
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}
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}
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void ActivitySoundManager::rebuildHardLandClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
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hardLandClips.clear();
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const std::string gender = male ? "Male" : "Female";
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const std::string prefix = "Sound\\Character\\" + raceFolder + "\\";
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const std::string stem = raceBase + gender;
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preloadCandidates(hardLandClips, {
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prefix + stem + "\\" + stem + "LandHard01.wav",
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prefix + stem + "\\" + stem + "LandHard02.wav",
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prefix + stem + "LandHard01.wav",
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prefix + stem + "LandHard02.wav"
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});
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}
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bool ActivitySoundManager::playOneShot(const std::vector<Sample>& clips, float volume, float pitchLo, float pitchHi) {
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if (clips.empty()) return false;
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reapProcesses();
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if (oneShotPid > 0) return false;
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std::uniform_int_distribution<size_t> clipDist(0, clips.size() - 1);
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const Sample& sample = clips[clipDist(rng)];
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std::ofstream out(oneShotTempPath, std::ios::binary);
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if (!out) return false;
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out.write(reinterpret_cast<const char*>(sample.data.data()), static_cast<std::streamsize>(sample.data.size()));
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out.close();
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std::uniform_real_distribution<float> pitchDist(pitchLo, pitchHi);
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float pitch = pitchDist(rng);
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if (volume < 0.1f) volume = 0.1f;
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if (volume > 1.2f) volume = 1.2f;
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std::string filter = "asetrate=44100*" + std::to_string(pitch) +
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",aresample=44100,volume=" + std::to_string(volume);
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pid_t pid = fork();
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if (pid == 0) {
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setpgid(0, 0);
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FILE* outFile = freopen("/dev/null", "w", stdout);
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FILE* errFile = freopen("/dev/null", "w", stderr);
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(void)outFile; (void)errFile;
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execlp("ffplay", "ffplay", "-nodisp", "-autoexit", "-loglevel", "quiet",
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"-af", filter.c_str(), oneShotTempPath.c_str(), nullptr);
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_exit(1);
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} else if (pid > 0) {
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oneShotPid = pid;
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return true;
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}
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return false;
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}
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void ActivitySoundManager::startSwimLoop() {
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if (swimLoopPid > 0 || swimLoopClips.empty()) return;
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std::uniform_int_distribution<size_t> clipDist(0, swimLoopClips.size() - 1);
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const Sample& sample = swimLoopClips[clipDist(rng)];
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std::ofstream out(loopTempPath, std::ios::binary);
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if (!out) return;
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out.write(reinterpret_cast<const char*>(sample.data.data()), static_cast<std::streamsize>(sample.data.size()));
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out.close();
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float volume = swimMoving ? 0.85f : 0.65f;
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std::string filter = "volume=" + std::to_string(volume);
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pid_t pid = fork();
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if (pid == 0) {
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setpgid(0, 0);
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FILE* outFile = freopen("/dev/null", "w", stdout);
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FILE* errFile = freopen("/dev/null", "w", stderr);
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(void)outFile; (void)errFile;
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execlp("ffplay", "ffplay", "-nodisp", "-autoexit", "-loop", "0", "-loglevel", "quiet",
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"-af", filter.c_str(), loopTempPath.c_str(), nullptr);
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_exit(1);
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} else if (pid > 0) {
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swimLoopPid = pid;
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}
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}
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void ActivitySoundManager::stopSwimLoop() {
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if (swimLoopPid > 0) {
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kill(-swimLoopPid, SIGTERM);
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kill(swimLoopPid, SIGTERM);
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int status = 0;
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waitpid(swimLoopPid, &status, 0);
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swimLoopPid = -1;
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}
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}
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void ActivitySoundManager::stopOneShot() {
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if (oneShotPid > 0) {
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kill(-oneShotPid, SIGTERM);
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kill(oneShotPid, SIGTERM);
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int status = 0;
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waitpid(oneShotPid, &status, 0);
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oneShotPid = -1;
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}
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}
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void ActivitySoundManager::reapProcesses() {
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if (oneShotPid > 0) {
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int status = 0;
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pid_t result = waitpid(oneShotPid, &status, WNOHANG);
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if (result == oneShotPid) oneShotPid = -1;
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}
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if (swimLoopPid > 0) {
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int status = 0;
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pid_t result = waitpid(swimLoopPid, &status, WNOHANG);
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if (result == swimLoopPid) swimLoopPid = -1;
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}
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}
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void ActivitySoundManager::playJump() {
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auto now = std::chrono::steady_clock::now();
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if (lastJumpAt.time_since_epoch().count() != 0) {
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if (std::chrono::duration<float>(now - lastJumpAt).count() < 0.35f) return;
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}
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if (playOneShot(jumpClips, 0.72f, 0.98f, 1.04f)) {
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lastJumpAt = now;
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}
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}
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void ActivitySoundManager::playLanding(FootstepSurface surface, bool hardLanding) {
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auto now = std::chrono::steady_clock::now();
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if (lastLandAt.time_since_epoch().count() != 0) {
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if (std::chrono::duration<float>(now - lastLandAt).count() < 0.10f) return;
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}
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const auto& clips = landingSets[static_cast<size_t>(surface)].clips;
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if (playOneShot(clips, hardLanding ? 1.00f : 0.82f, 0.95f, 1.03f)) {
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lastLandAt = now;
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}
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if (hardLanding) {
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playOneShot(hardLandClips, 0.84f, 0.97f, 1.03f);
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}
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}
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void ActivitySoundManager::setSwimmingState(bool swimming, bool moving) {
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swimMoving = moving;
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if (swimming == swimmingActive) return;
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swimmingActive = swimming;
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if (swimmingActive) {
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startSwimLoop();
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} else {
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stopSwimLoop();
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}
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}
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void ActivitySoundManager::setCharacterVoiceProfile(const std::string& modelName) {
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if (!assetManager || modelName.empty()) return;
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std::string lower = modelName;
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for (char& c : lower) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
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bool male = (lower.find("female") == std::string::npos);
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std::string folder = "Human";
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std::string base = "Human";
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struct RaceMap { const char* token; const char* folder; const char* base; };
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static const RaceMap races[] = {
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{"human", "Human", "Human"},
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{"orc", "Orc", "Orc"},
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{"dwarf", "Dwarf", "Dwarf"},
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{"nightelf", "NightElf", "NightElf"},
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{"scourge", "Scourge", "Scourge"},
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{"undead", "Scourge", "Scourge"},
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{"tauren", "Tauren", "Tauren"},
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{"gnome", "Gnome", "Gnome"},
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{"troll", "Troll", "Troll"},
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{"bloodelf", "BloodElf", "BloodElf"},
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{"draenei", "Draenei", "Draenei"},
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{"goblin", "Goblin", "Goblin"},
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{"worgen", "Worgen", "Worgen"},
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};
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for (const auto& r : races) {
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if (lower.find(r.token) != std::string::npos) {
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folder = r.folder;
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base = r.base;
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break;
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}
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}
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std::string key = folder + "|" + base + "|" + (male ? "M" : "F");
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if (key == voiceProfileKey) return;
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voiceProfileKey = key;
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rebuildJumpClipsForProfile(folder, base, male);
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rebuildSwimLoopClipsForProfile(folder, base, male);
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rebuildHardLandClipsForProfile(folder, base, male);
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core::Logger::getInstance().info("Activity SFX voice profile: ", voiceProfileKey,
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" jump clips=", jumpClips.size(),
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" swim clips=", swimLoopClips.size(),
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" hardLand clips=", hardLandClips.size());
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}
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void ActivitySoundManager::playWaterEnter() {
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auto now = std::chrono::steady_clock::now();
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if (lastSplashAt.time_since_epoch().count() != 0) {
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if (std::chrono::duration<float>(now - lastSplashAt).count() < 0.20f) return;
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}
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if (playOneShot(splashEnterClips, 0.95f, 0.95f, 1.05f)) {
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lastSplashAt = now;
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}
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}
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void ActivitySoundManager::playWaterExit() {
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auto now = std::chrono::steady_clock::now();
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if (lastSplashAt.time_since_epoch().count() != 0) {
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if (std::chrono::duration<float>(now - lastSplashAt).count() < 0.20f) return;
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}
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if (playOneShot(splashExitClips, 0.95f, 0.95f, 1.05f)) {
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lastSplashAt = now;
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}
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}
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} // namespace audio
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} // namespace wowee
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@ -36,6 +36,7 @@ std::optional<float> selectReachableFloor(const std::optional<float>& terrainH,
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CameraController::CameraController(Camera* cam) : camera(cam) {
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yaw = defaultYaw;
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facingYaw = defaultYaw;
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pitch = defaultPitch;
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reset();
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}
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@ -90,6 +91,7 @@ void CameraController::update(float deltaTime) {
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}
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if (nowTurnLeft || nowTurnRight) {
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camera->setRotation(yaw, pitch);
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facingYaw = yaw;
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}
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// Select physics constants based on mode
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@ -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;
|
||||
|
|
|
|||
|
|
@ -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) {
|
||||
|
|
|
|||
|
|
@ -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) {
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue