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audio: stop precast sound on spell completion, failure, or interrupt
Add AudioEngine::playSound2DStoppable() + stopSound() so callers can hold a handle and cancel playback early. SpellSoundManager::playPrecast() now stores the handle in activePrecastId_; stopPrecast() cuts the sound. playCast() calls stopPrecast() before playing the release sound, so the channeling audio never bleeds past cast time. SMSG_SPELL_FAILURE and SMSG_CAST_FAILED both call stopPrecast() so interrupted casts silence immediately.
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5 changed files with 100 additions and 3 deletions
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@ -45,6 +45,11 @@ public:
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bool playSound2D(const std::vector<uint8_t>& wavData, float volume = 1.0f, float pitch = 1.0f);
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bool playSound2D(const std::string& mpqPath, float volume = 1.0f, float pitch = 1.0f);
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// Stoppable 2D sound — returns a non-zero handle, or 0 on failure
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uint32_t playSound2DStoppable(const std::vector<uint8_t>& wavData, float volume = 1.0f);
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// Stop a sound started with playSound2DStoppable (no-op if already finished)
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void stopSound(uint32_t id);
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// 3D positional sound playback
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bool playSound3D(const std::vector<uint8_t>& wavData, const glm::vec3& position,
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float volume = 1.0f, float pitch = 1.0f, float maxDistance = 100.0f);
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@ -70,8 +75,10 @@ private:
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ma_sound* sound;
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void* buffer; // ma_audio_buffer* - Keep audio buffer alive
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std::shared_ptr<const std::vector<uint8_t>> pcmDataRef; // Keep decoded PCM alive
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uint32_t id = 0; // 0 = anonymous (not stoppable)
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};
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std::vector<ActiveSound> activeSounds_;
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uint32_t nextSoundId_ = 1;
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// Music track state
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ma_sound* musicSound_ = nullptr;
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@ -45,6 +45,7 @@ public:
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// Spell casting sounds
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void playPrecast(MagicSchool school, SpellPower power); // Channeling/preparation
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void stopPrecast(); // Stop precast sound early
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void playCast(MagicSchool school); // When spell fires
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void playImpact(MagicSchool school, SpellPower power); // When spell hits target
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@ -96,6 +97,7 @@ private:
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// State tracking
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float volumeScale_ = 1.0f;
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bool initialized_ = false;
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uint32_t activePrecastId_ = 0; // Handle from AudioEngine::playSound2DStoppable()
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// Helper methods
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bool loadSound(const std::string& path, SpellSample& sample, pipeline::AssetManager* assets);
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