Implement comprehensive audio control panel with tabbed settings interface

Adds complete audio volume controls for all 11 audio systems with master volume. Reorganizes settings window into Video, Audio, and Gameplay tabs for better UX.

Audio Features:
- Master volume control affecting all audio systems
- Individual volume sliders for: Music, Ambient, UI, Combat, Spell, Movement, Footsteps, NPC Voices, Mounts, Activity sounds
- Real-time volume adjustment with master volume multiplier
- Restore defaults button per tab

Technical Changes:
- Added getVolumeScale() getters to all audio managers
- Integrated all 10 audio managers into renderer (UI, Combat, Spell, Movement added)
- Expanded game_screen.hpp with 11 pending volume variables
- Reorganized settings window using ImGui tab bars (Video/Audio/Gameplay)
- Audio settings uses scrollable child window for 11 volume controls
- Settings window expanded to 520x720px to accommodate comprehensive controls
This commit is contained in:
Kelsi 2026-02-09 17:07:22 -08:00
parent 1e23370c0e
commit 9741c8ee7c
12 changed files with 295 additions and 98 deletions

View file

@ -6,7 +6,7 @@
namespace wowee {
namespace audio {
bool UISoundManager::initialize(pipeline::AssetManager* assets) {
bool UiSoundManager::initialize(pipeline::AssetManager* assets) {
if (!assets) {
LOG_ERROR("UISoundManager: AssetManager is null");
return false;
@ -136,11 +136,11 @@ bool UISoundManager::initialize(pipeline::AssetManager* assets) {
return true;
}
void UISoundManager::shutdown() {
void UiSoundManager::shutdown() {
initialized_ = false;
}
bool UISoundManager::loadSound(const std::string& path, UISample& sample, pipeline::AssetManager* assets) {
bool UiSoundManager::loadSound(const std::string& path, UISample& sample, pipeline::AssetManager* assets) {
sample.path = path;
sample.loaded = false;
@ -157,63 +157,63 @@ bool UISoundManager::loadSound(const std::string& path, UISample& sample, pipeli
return false;
}
void UISoundManager::playSound(const std::vector<UISample>& library) {
void UiSoundManager::playSound(const std::vector<UISample>& library) {
if (!initialized_ || library.empty() || !library[0].loaded) return;
float volume = 0.7f * volumeScale_;
AudioEngine::instance().playSound2D(library[0].data, volume, 1.0f);
}
void UISoundManager::setVolumeScale(float scale) {
void UiSoundManager::setVolumeScale(float scale) {
volumeScale_ = std::max(0.0f, std::min(1.0f, scale));
}
// Window sounds
void UISoundManager::playBagOpen() { playSound(bagOpenSounds_); }
void UISoundManager::playBagClose() { playSound(bagCloseSounds_); }
void UISoundManager::playQuestLogOpen() { playSound(questLogOpenSounds_); }
void UISoundManager::playQuestLogClose() { playSound(questLogCloseSounds_); }
void UISoundManager::playCharacterSheetOpen() { playSound(characterSheetOpenSounds_); }
void UISoundManager::playCharacterSheetClose() { playSound(characterSheetCloseSounds_); }
void UISoundManager::playAuctionHouseOpen() { playSound(auctionOpenSounds_); }
void UISoundManager::playAuctionHouseClose() { playSound(auctionCloseSounds_); }
void UISoundManager::playGuildBankOpen() { playSound(guildBankOpenSounds_); }
void UISoundManager::playGuildBankClose() { playSound(guildBankCloseSounds_); }
void UiSoundManager::playBagOpen() { playSound(bagOpenSounds_); }
void UiSoundManager::playBagClose() { playSound(bagCloseSounds_); }
void UiSoundManager::playQuestLogOpen() { playSound(questLogOpenSounds_); }
void UiSoundManager::playQuestLogClose() { playSound(questLogCloseSounds_); }
void UiSoundManager::playCharacterSheetOpen() { playSound(characterSheetOpenSounds_); }
void UiSoundManager::playCharacterSheetClose() { playSound(characterSheetCloseSounds_); }
void UiSoundManager::playAuctionHouseOpen() { playSound(auctionOpenSounds_); }
void UiSoundManager::playAuctionHouseClose() { playSound(auctionCloseSounds_); }
void UiSoundManager::playGuildBankOpen() { playSound(guildBankOpenSounds_); }
void UiSoundManager::playGuildBankClose() { playSound(guildBankCloseSounds_); }
// Button sounds
void UISoundManager::playButtonClick() { playSound(buttonClickSounds_); }
void UISoundManager::playMenuButtonClick() { playSound(menuButtonSounds_); }
void UiSoundManager::playButtonClick() { playSound(buttonClickSounds_); }
void UiSoundManager::playMenuButtonClick() { playSound(menuButtonSounds_); }
// Quest sounds
void UISoundManager::playQuestActivate() { playSound(questActivateSounds_); }
void UISoundManager::playQuestComplete() { playSound(questCompleteSounds_); }
void UISoundManager::playQuestFailed() { playSound(questFailedSounds_); }
void UISoundManager::playQuestUpdate() { playSound(questUpdateSounds_); }
void UiSoundManager::playQuestActivate() { playSound(questActivateSounds_); }
void UiSoundManager::playQuestComplete() { playSound(questCompleteSounds_); }
void UiSoundManager::playQuestFailed() { playSound(questFailedSounds_); }
void UiSoundManager::playQuestUpdate() { playSound(questUpdateSounds_); }
// Loot sounds
void UISoundManager::playLootCoinSmall() { playSound(lootCoinSmallSounds_); }
void UISoundManager::playLootCoinLarge() { playSound(lootCoinLargeSounds_); }
void UISoundManager::playLootItem() { playSound(lootItemSounds_); }
void UiSoundManager::playLootCoinSmall() { playSound(lootCoinSmallSounds_); }
void UiSoundManager::playLootCoinLarge() { playSound(lootCoinLargeSounds_); }
void UiSoundManager::playLootItem() { playSound(lootItemSounds_); }
// Item sounds
void UISoundManager::playDropOnGround() { playSound(dropSounds_); }
void UISoundManager::playPickupBag() { playSound(pickupBagSounds_); }
void UISoundManager::playPickupBook() { playSound(pickupBookSounds_); }
void UISoundManager::playPickupCloth() { playSound(pickupClothSounds_); }
void UISoundManager::playPickupFood() { playSound(pickupFoodSounds_); }
void UISoundManager::playPickupGem() { playSound(pickupGemSounds_); }
void UiSoundManager::playDropOnGround() { playSound(dropSounds_); }
void UiSoundManager::playPickupBag() { playSound(pickupBagSounds_); }
void UiSoundManager::playPickupBook() { playSound(pickupBookSounds_); }
void UiSoundManager::playPickupCloth() { playSound(pickupClothSounds_); }
void UiSoundManager::playPickupFood() { playSound(pickupFoodSounds_); }
void UiSoundManager::playPickupGem() { playSound(pickupGemSounds_); }
// Eating/drinking
void UISoundManager::playEating() { playSound(eatingSounds_); }
void UISoundManager::playDrinking() { playSound(drinkingSounds_); }
void UiSoundManager::playEating() { playSound(eatingSounds_); }
void UiSoundManager::playDrinking() { playSound(drinkingSounds_); }
// Level up
void UISoundManager::playLevelUp() { playSound(levelUpSounds_); }
void UiSoundManager::playLevelUp() { playSound(levelUpSounds_); }
// Error/feedback
void UISoundManager::playError() { playSound(errorSounds_); }
void UISoundManager::playTargetSelect() { playSound(selectTargetSounds_); }
void UISoundManager::playTargetDeselect() { playSound(deselectTargetSounds_); }
void UiSoundManager::playError() { playSound(errorSounds_); }
void UiSoundManager::playTargetSelect() { playSound(selectTargetSounds_); }
void UiSoundManager::playTargetDeselect() { playSound(deselectTargetSounds_); }
} // namespace audio
} // namespace wowee