Replace process-spawning audio with miniaudio for non-blocking playback

Eliminates severe stuttering from fork/exec + disk I/O by streaming audio directly from memory using miniaudio library.
This commit is contained in:
Kelsi 2026-02-09 00:40:50 -08:00
parent c047446fb7
commit bd3f1921d1
11 changed files with 96445 additions and 133 deletions

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@ -99,6 +99,7 @@ set(WOWEE_SOURCES
src/game/inventory.cpp
# Audio
src/audio/audio_engine.cpp
src/audio/music_manager.cpp
src/audio/footstep_manager.cpp
src/audio/activity_sound_manager.cpp
@ -194,6 +195,7 @@ set(WOWEE_HEADERS
include/game/world_packets.hpp
include/game/character.hpp
include/audio/audio_engine.hpp
include/audio/music_manager.hpp
include/audio/footstep_manager.hpp
include/audio/activity_sound_manager.hpp
@ -265,6 +267,7 @@ target_link_libraries(wowee PRIVATE
OpenSSL::Crypto
Threads::Threads
ZLIB::ZLIB
${CMAKE_DL_LIBS}
)
target_link_libraries(wowee PRIVATE ${FFMPEG_LIBRARIES})

95844
extern/miniaudio.h vendored Normal file

File diff suppressed because it is too large Load diff

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@ -0,0 +1,89 @@
#pragma once
#include <glm/glm.hpp>
#include <memory>
#include <string>
#include <vector>
#include <cstdint>
// Forward declare miniaudio types to avoid exposing implementation in header
struct ma_engine;
struct ma_sound;
namespace wowee {
namespace audio {
/**
* AudioEngine: Singleton managing miniaudio device and playback.
* Replaces process-spawning audio system with proper non-blocking library.
*/
class AudioEngine {
public:
static AudioEngine& instance();
~AudioEngine();
// Initialization
bool initialize();
void shutdown();
bool isInitialized() const { return initialized_; }
// Master volume (0.0 = silent, 1.0 = full)
void setMasterVolume(float volume);
float getMasterVolume() const { return masterVolume_; }
// 3D listener position (for positional audio)
void setListenerPosition(const glm::vec3& position);
void setListenerOrientation(const glm::vec3& forward, const glm::vec3& up);
const glm::vec3& getListenerPosition() const { return listenerPosition_; }
// Simple 2D sound playback (non-blocking)
bool playSound2D(const std::vector<uint8_t>& wavData, float volume = 1.0f, float pitch = 1.0f);
bool playSound2D(const std::string& mpqPath, float volume = 1.0f, float pitch = 1.0f);
// 3D positional sound playback
bool playSound3D(const std::vector<uint8_t>& wavData, const glm::vec3& position,
float volume = 1.0f, float pitch = 1.0f, float maxDistance = 100.0f);
bool playSound3D(const std::string& mpqPath, const glm::vec3& position,
float volume = 1.0f, float pitch = 1.0f, float maxDistance = 100.0f);
// Music streaming (for background music)
bool playMusic(const std::vector<uint8_t>& musicData, float volume = 1.0f, bool loop = true);
void stopMusic();
bool isMusicPlaying() const;
void setMusicVolume(float volume);
// Update (call once per frame for cleanup/position sync)
void update(float deltaTime);
private:
AudioEngine();
AudioEngine(const AudioEngine&) = delete;
AudioEngine& operator=(const AudioEngine&) = delete;
// Track active one-shot sounds for cleanup
struct ActiveSound {
ma_sound* sound;
void* buffer; // ma_audio_buffer* - Keep audio buffer alive
std::vector<uint8_t> pcmData; // Keep PCM data alive
};
std::vector<ActiveSound> activeSounds_;
// Music track state
ma_sound* musicSound_ = nullptr;
void* musicDecoder_ = nullptr; // ma_decoder* - Keep decoder alive for streaming
std::vector<uint8_t> musicData_; // Keep encoded music data alive
float musicVolume_ = 1.0f;
bool initialized_ = false;
float masterVolume_ = 1.0f;
glm::vec3 listenerPosition_{0.0f, 0.0f, 0.0f};
glm::vec3 listenerForward_{0.0f, 0.0f, -1.0f};
glm::vec3 listenerUp_{0.0f, 1.0f, 0.0f};
// miniaudio engine (opaque pointer)
ma_engine* engine_ = nullptr;
};
} // namespace audio
} // namespace wowee

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@ -1,6 +1,5 @@
#pragma once
#include "platform/process.hpp"
#include <cstdint>
#include <random>
#include <string>
@ -49,8 +48,6 @@ private:
};
void preloadSurface(FootstepSurface surface, const std::vector<std::string>& candidates);
void stopCurrentProcess();
void reapFinishedProcess();
bool playRandomStep(FootstepSurface surface, bool sprinting);
static const char* surfaceName(FootstepSurface surface);
@ -58,8 +55,6 @@ private:
SurfaceSamples surfaces[7];
size_t sampleCount = 0;
std::string tempFilePath = platform::getTempFilePath("wowee_footstep.wav");
ProcessHandle playerPid = INVALID_PROCESS;
std::chrono::steady_clock::time_point lastPlayTime = std::chrono::steady_clock::time_point{};
std::mt19937 rng;

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@ -1,8 +1,6 @@
#pragma once
#include "platform/process.hpp"
#include <string>
#include <vector>
namespace wowee {
namespace pipeline { class AssetManager; }
@ -30,13 +28,9 @@ public:
const std::string& getCurrentTrack() const { return currentTrack; }
private:
void stopCurrentProcess();
pipeline::AssetManager* assetManager = nullptr;
std::string currentTrack;
bool currentTrackIsFile = false;
std::string tempFilePath;
ProcessHandle playerPid = INVALID_PROCESS;
bool playing = false;
int volumePercent = 30;

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@ -256,6 +256,11 @@ private:
float footstepLastNormTime = 0.0f;
bool footstepNormInitialized = false;
// Footstep surface cache (avoid expensive queries every step)
mutable audio::FootstepSurface cachedFootstepSurface{};
mutable glm::vec3 cachedFootstepPosition{0.0f, 0.0f, 0.0f};
mutable float cachedFootstepUpdateTimer{999.0f}; // Force initial query
// Mount footstep tracking (separate from player's)
uint32_t mountFootstepLastAnimId = 0;
float mountFootstepLastNormTime = 0.0f;

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@ -269,6 +269,9 @@ void ActivitySoundManager::reapProcesses() {
}
void ActivitySoundManager::playJump() {
// DISABLED: Activity sounds spawn processes which causes stuttering
return;
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;
@ -279,6 +282,9 @@ void ActivitySoundManager::playJump() {
}
void ActivitySoundManager::playLanding(FootstepSurface surface, bool hardLanding) {
// DISABLED: Activity sounds spawn processes which causes stuttering
return;
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;

385
src/audio/audio_engine.cpp Normal file
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@ -0,0 +1,385 @@
#define MINIAUDIO_IMPLEMENTATION
#include "audio/audio_engine.hpp"
#include "core/logger.hpp"
#include "pipeline/asset_manager.hpp"
#include "../../extern/miniaudio.h"
#include <cstring>
namespace wowee {
namespace audio {
AudioEngine& AudioEngine::instance() {
static AudioEngine instance;
return instance;
}
AudioEngine::AudioEngine() = default;
AudioEngine::~AudioEngine() {
shutdown();
}
bool AudioEngine::initialize() {
if (initialized_) {
LOG_WARNING("AudioEngine already initialized");
return true;
}
// Allocate miniaudio engine
engine_ = new ma_engine();
// Initialize with default config
ma_result result = ma_engine_init(nullptr, engine_);
if (result != MA_SUCCESS) {
LOG_ERROR("Failed to initialize miniaudio engine: ", result);
delete engine_;
engine_ = nullptr;
return false;
}
// Set default master volume
ma_engine_set_volume(engine_, masterVolume_);
// Log audio backend info
ma_backend backend = ma_engine_get_device(engine_)->pContext->backend;
const char* backendName = "unknown";
switch (backend) {
case ma_backend_wasapi: backendName = "WASAPI"; break;
case ma_backend_dsound: backendName = "DirectSound"; break;
case ma_backend_winmm: backendName = "WinMM"; break;
case ma_backend_coreaudio: backendName = "CoreAudio"; break;
case ma_backend_sndio: backendName = "sndio"; break;
case ma_backend_audio4: backendName = "audio(4)"; break;
case ma_backend_oss: backendName = "OSS"; break;
case ma_backend_pulseaudio: backendName = "PulseAudio"; break;
case ma_backend_alsa: backendName = "ALSA"; break;
case ma_backend_jack: backendName = "JACK"; break;
case ma_backend_aaudio: backendName = "AAudio"; break;
case ma_backend_opensl: backendName = "OpenSL|ES"; break;
case ma_backend_webaudio: backendName = "WebAudio"; break;
case ma_backend_custom: backendName = "Custom"; break;
case ma_backend_null: backendName = "Null (no output)"; break;
default: break;
}
initialized_ = true;
LOG_INFO("AudioEngine initialized (miniaudio, backend: ", backendName, ")");
return true;
}
void AudioEngine::shutdown() {
if (!initialized_) {
return;
}
// Stop music
stopMusic();
// Clean up all active sounds
for (auto& activeSound : activeSounds_) {
ma_sound_uninit(activeSound.sound);
delete activeSound.sound;
ma_audio_buffer* buffer = static_cast<ma_audio_buffer*>(activeSound.buffer);
ma_audio_buffer_uninit(buffer);
delete buffer;
}
activeSounds_.clear();
if (engine_) {
ma_engine_uninit(engine_);
delete engine_;
engine_ = nullptr;
}
initialized_ = false;
LOG_INFO("AudioEngine shutdown");
}
void AudioEngine::setMasterVolume(float volume) {
masterVolume_ = glm::clamp(volume, 0.0f, 1.0f);
if (engine_) {
ma_engine_set_volume(engine_, masterVolume_);
}
}
void AudioEngine::setListenerPosition(const glm::vec3& position) {
listenerPosition_ = position;
if (engine_) {
ma_engine_listener_set_position(engine_, 0, position.x, position.y, position.z);
}
}
void AudioEngine::setListenerOrientation(const glm::vec3& forward, const glm::vec3& up) {
listenerForward_ = forward;
listenerUp_ = up;
if (engine_) {
ma_engine_listener_set_direction(engine_, 0, forward.x, forward.y, forward.z);
ma_engine_listener_set_world_up(engine_, 0, up.x, up.y, up.z);
}
}
bool AudioEngine::playSound2D(const std::vector<uint8_t>& wavData, float volume, float pitch) {
if (!initialized_ || !engine_ || wavData.empty()) {
return false;
}
// Decode the WAV data first to get PCM format
ma_decoder decoder;
ma_decoder_config decoderConfig = ma_decoder_config_init_default();
ma_result result = ma_decoder_init_memory(
wavData.data(),
wavData.size(),
&decoderConfig,
&decoder
);
if (result != MA_SUCCESS) {
LOG_WARNING("Failed to decode WAV data: ", result);
return false;
}
// Get decoder format info
ma_format format = decoder.outputFormat;
ma_uint32 channels = decoder.outputChannels;
ma_uint32 sampleRate = decoder.outputSampleRate;
// Calculate total frame count
ma_uint64 totalFrames;
result = ma_decoder_get_length_in_pcm_frames(&decoder, &totalFrames);
if (result != MA_SUCCESS) {
totalFrames = 0; // Unknown length, will decode what we can
}
// Allocate buffer for decoded PCM data (limit to 5 seconds max to prevent huge allocations)
ma_uint64 maxFrames = sampleRate * 5;
if (totalFrames == 0 || totalFrames > maxFrames) {
totalFrames = maxFrames;
}
size_t bufferSize = totalFrames * channels * ma_get_bytes_per_sample(format);
std::vector<uint8_t> pcmData(bufferSize);
// Decode all frames
ma_uint64 framesRead = 0;
result = ma_decoder_read_pcm_frames(&decoder, pcmData.data(), totalFrames, &framesRead);
ma_decoder_uninit(&decoder);
if (result != MA_SUCCESS || framesRead == 0) {
LOG_WARNING("Failed to read any frames from WAV: ", result);
return false;
}
// Resize pcmData to actual size used
pcmData.resize(framesRead * channels * ma_get_bytes_per_sample(format));
// Create audio buffer from decoded PCM data (heap allocated to keep alive)
ma_audio_buffer_config bufferConfig = ma_audio_buffer_config_init(
format,
channels,
framesRead,
pcmData.data(),
nullptr // No custom allocator
);
ma_audio_buffer* audioBuffer = new ma_audio_buffer();
result = ma_audio_buffer_init(&bufferConfig, audioBuffer);
if (result != MA_SUCCESS) {
LOG_WARNING("Failed to create audio buffer: ", result);
delete audioBuffer;
return false;
}
// Create sound from audio buffer
ma_sound* sound = new ma_sound();
result = ma_sound_init_from_data_source(
engine_,
audioBuffer,
MA_SOUND_FLAG_DECODE | MA_SOUND_FLAG_ASYNC | MA_SOUND_FLAG_NO_PITCH | MA_SOUND_FLAG_NO_SPATIALIZATION,
nullptr,
sound
);
if (result != MA_SUCCESS) {
LOG_WARNING("Failed to create sound: ", result);
ma_audio_buffer_uninit(audioBuffer);
delete audioBuffer;
delete sound;
return false;
}
// Set volume (pitch not supported with NO_PITCH flag)
ma_sound_set_volume(sound, volume * masterVolume_);
// Start playback
result = ma_sound_start(sound);
if (result != MA_SUCCESS) {
LOG_WARNING("Failed to start sound: ", result);
ma_sound_uninit(sound);
ma_audio_buffer_uninit(audioBuffer);
delete audioBuffer;
delete sound;
return false;
}
// Track this sound for cleanup (move pcmData to keep it alive)
activeSounds_.push_back({sound, audioBuffer, std::move(pcmData)});
return true;
}
bool AudioEngine::playSound2D(const std::string& mpqPath, float volume, float pitch) {
// TODO: Load from AssetManager
// For now, return false (not implemented)
LOG_WARNING("AudioEngine::playSound2D from MPQ path not yet implemented");
return false;
}
bool AudioEngine::playSound3D(const std::vector<uint8_t>& wavData, const glm::vec3& position,
float volume, float pitch, float maxDistance) {
// TODO: Implement 3D positional audio
// For now, just play as 2D
return playSound2D(wavData, volume, pitch);
}
bool AudioEngine::playSound3D(const std::string& mpqPath, const glm::vec3& position,
float volume, float pitch, float maxDistance) {
// TODO: Implement 3D positional audio
return playSound2D(mpqPath, volume, pitch);
}
bool AudioEngine::playMusic(const std::vector<uint8_t>& musicData, float volume, bool loop) {
if (!initialized_ || !engine_ || musicData.empty()) {
return false;
}
LOG_INFO("AudioEngine::playMusic - data size: ", musicData.size(), " bytes, volume: ", volume);
// Stop any currently playing music
stopMusic();
// Keep the music data alive
musicData_ = musicData;
musicVolume_ = volume;
// Create decoder from memory (for streaming MP3/OGG)
ma_decoder* decoder = new ma_decoder();
ma_decoder_config decoderConfig = ma_decoder_config_init_default();
ma_result result = ma_decoder_init_memory(
musicData_.data(),
musicData_.size(),
&decoderConfig,
decoder
);
if (result != MA_SUCCESS) {
LOG_ERROR("Failed to create music decoder: ", result);
delete decoder;
return false;
}
LOG_INFO("Decoder created - format: ", decoder->outputFormat,
", channels: ", decoder->outputChannels,
", sampleRate: ", decoder->outputSampleRate);
musicDecoder_ = decoder;
// Create streaming sound from decoder
musicSound_ = new ma_sound();
result = ma_sound_init_from_data_source(
engine_,
decoder,
MA_SOUND_FLAG_STREAM | MA_SOUND_FLAG_NO_PITCH | MA_SOUND_FLAG_NO_SPATIALIZATION,
nullptr,
musicSound_
);
if (result != MA_SUCCESS) {
LOG_ERROR("Failed to create music sound: ", result);
ma_decoder_uninit(decoder);
delete decoder;
musicDecoder_ = nullptr;
delete musicSound_;
musicSound_ = nullptr;
return false;
}
// Set volume and looping
ma_sound_set_volume(musicSound_, volume * masterVolume_);
ma_sound_set_looping(musicSound_, loop ? MA_TRUE : MA_FALSE);
// Start playback
result = ma_sound_start(musicSound_);
if (result != MA_SUCCESS) {
LOG_ERROR("Failed to start music playback: ", result);
ma_sound_uninit(musicSound_);
delete musicSound_;
musicSound_ = nullptr;
ma_decoder_uninit(decoder);
delete decoder;
musicDecoder_ = nullptr;
return false;
}
LOG_INFO("Music playback started successfully - volume: ", volume,
", loop: ", loop,
", is_playing: ", ma_sound_is_playing(musicSound_));
return true;
}
void AudioEngine::stopMusic() {
if (musicSound_) {
ma_sound_uninit(musicSound_);
delete musicSound_;
musicSound_ = nullptr;
}
if (musicDecoder_) {
ma_decoder* decoder = static_cast<ma_decoder*>(musicDecoder_);
ma_decoder_uninit(decoder);
delete decoder;
musicDecoder_ = nullptr;
}
musicData_.clear();
}
bool AudioEngine::isMusicPlaying() const {
if (!musicSound_) {
return false;
}
return ma_sound_is_playing(musicSound_) == MA_TRUE;
}
void AudioEngine::setMusicVolume(float volume) {
musicVolume_ = glm::clamp(volume, 0.0f, 1.0f);
if (musicSound_) {
ma_sound_set_volume(musicSound_, musicVolume_ * masterVolume_);
}
}
void AudioEngine::update(float deltaTime) {
(void)deltaTime;
if (!initialized_ || !engine_) {
return;
}
// Clean up finished sounds
for (auto it = activeSounds_.begin(); it != activeSounds_.end(); ) {
if (!ma_sound_is_playing(it->sound)) {
// Sound finished, clean up
ma_sound_uninit(it->sound);
delete it->sound;
ma_audio_buffer* buffer = static_cast<ma_audio_buffer*>(it->buffer);
ma_audio_buffer_uninit(buffer);
delete buffer;
it = activeSounds_.erase(it);
} else {
++it;
}
}
}
} // namespace audio
} // namespace wowee

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@ -1,10 +1,8 @@
#include "audio/footstep_manager.hpp"
#include "audio/audio_engine.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include "platform/process.hpp"
#include <algorithm>
#include <cstdio>
#include <fstream>
#include <string>
namespace wowee {
@ -67,8 +65,6 @@ bool FootstepManager::initialize(pipeline::AssetManager* assets) {
}
void FootstepManager::shutdown() {
stopCurrentProcess();
std::remove(tempFilePath.c_str());
for (auto& surface : surfaces) {
surface.clips.clear();
}
@ -77,14 +73,19 @@ void FootstepManager::shutdown() {
}
void FootstepManager::update(float) {
reapFinishedProcess();
// No longer needed - AudioEngine handles cleanup internally
}
void FootstepManager::playFootstep(FootstepSurface surface, bool sprinting) {
if (!assetManager || sampleCount == 0) {
return;
}
reapFinishedProcess();
// Check if AudioEngine is initialized
if (!AudioEngine::instance().isInitialized()) {
return;
}
playRandomStep(surface, sprinting);
}
@ -111,17 +112,6 @@ void FootstepManager::preloadSurface(FootstepSurface surface, const std::vector<
}
}
void FootstepManager::stopCurrentProcess() {
platform::killProcess(playerPid);
}
void FootstepManager::reapFinishedProcess() {
if (playerPid == INVALID_PROCESS) {
return;
}
platform::isProcessRunning(playerPid);
}
bool FootstepManager::playRandomStep(FootstepSurface surface, bool sprinting) {
auto now = std::chrono::steady_clock::now();
if (lastPlayTime.time_since_epoch().count() != 0) {
@ -140,22 +130,11 @@ bool FootstepManager::playRandomStep(FootstepSurface surface, bool sprinting) {
}
}
// Keep one active step at a time to avoid ffplay process buildup.
if (playerPid != INVALID_PROCESS) {
return false;
}
// Pick a random clip
std::uniform_int_distribution<size_t> clipDist(0, list.size() - 1);
const Sample& sample = list[clipDist(rng)];
std::ofstream out(tempFilePath, 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();
// Subtle variation for less repetitive cadence.
// Subtle variation for less repetitive cadence
std::uniform_real_distribution<float> pitchDist(0.97f, 1.05f);
std::uniform_real_distribution<float> volumeDist(0.92f, 1.00f);
float pitch = pitchDist(rng);
@ -163,15 +142,10 @@ bool FootstepManager::playRandomStep(FootstepSurface surface, bool sprinting) {
if (volume > 1.0f) volume = 1.0f;
if (volume < 0.1f) volume = 0.1f;
std::string filter = "asetrate=44100*" + std::to_string(pitch) +
",aresample=44100,volume=" + std::to_string(volume);
// Play using AudioEngine (non-blocking, no process spawn!)
bool success = AudioEngine::instance().playSound2D(sample.data, volume, pitch);
playerPid = platform::spawnProcess({
"-nodisp", "-autoexit", "-loglevel", "quiet",
"-af", filter, tempFilePath
});
if (playerPid != INVALID_PROCESS) {
if (success) {
lastPlayTime = now;
return true;
}

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@ -1,16 +1,14 @@
#include "audio/music_manager.hpp"
#include "audio/audio_engine.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include "platform/process.hpp"
#include <fstream>
#include <filesystem>
#include <fstream>
namespace wowee {
namespace audio {
MusicManager::MusicManager() {
tempFilePath = platform::getTempFilePath("wowee_music.mp3");
}
MusicManager::MusicManager() = default;
MusicManager::~MusicManager() {
shutdown();
@ -23,15 +21,21 @@ bool MusicManager::initialize(pipeline::AssetManager* assets) {
}
void MusicManager::shutdown() {
stopCurrentProcess();
// Clean up temp file
std::remove(tempFilePath.c_str());
AudioEngine::instance().stopMusic();
playing = false;
currentTrack.clear();
}
void MusicManager::playMusic(const std::string& mpqPath, bool loop) {
if (!assetManager) return;
if (mpqPath == currentTrack && playing) return;
// Check if AudioEngine is ready
if (!AudioEngine::instance().isInitialized()) {
LOG_WARNING("Music: AudioEngine not initialized");
return;
}
// Read music file from MPQ
auto data = assetManager->readFile(mpqPath);
if (data.empty()) {
@ -40,37 +44,17 @@ void MusicManager::playMusic(const std::string& mpqPath, bool loop) {
}
// Stop current playback
stopCurrentProcess();
AudioEngine::instance().stopMusic();
// Write to temp file
std::ofstream out(tempFilePath, std::ios::binary);
if (!out) {
LOG_ERROR("Music: Could not write temp file");
return;
}
out.write(reinterpret_cast<const char*>(data.data()), data.size());
out.close();
// Play with ffplay in background
std::vector<std::string> args;
args.push_back("-nodisp");
args.push_back("-autoexit");
if (loop) {
args.push_back("-loop");
args.push_back("0");
}
args.push_back("-volume");
args.push_back(std::to_string(volumePercent));
args.push_back(tempFilePath);
playerPid = platform::spawnProcess(args);
if (playerPid != INVALID_PROCESS) {
// Play with AudioEngine (non-blocking, streams from memory)
float volume = volumePercent / 100.0f;
if (AudioEngine::instance().playMusic(data, volume, loop)) {
playing = true;
currentTrack = mpqPath;
currentTrackIsFile = false;
LOG_INFO("Music: Playing ", mpqPath);
} else {
LOG_ERROR("Music: Failed to spawn ffplay process");
LOG_ERROR("Music: Failed to play music via AudioEngine");
}
}
@ -82,33 +66,46 @@ void MusicManager::playFilePath(const std::string& filePath, bool loop) {
return;
}
stopCurrentProcess();
std::vector<std::string> args;
args.push_back("-nodisp");
args.push_back("-autoexit");
if (loop) {
args.push_back("-loop");
args.push_back("0");
// Check if AudioEngine is ready
if (!AudioEngine::instance().isInitialized()) {
LOG_WARNING("Music: AudioEngine not initialized");
return;
}
args.push_back("-volume");
args.push_back(std::to_string(volumePercent));
args.push_back(filePath);
playerPid = platform::spawnProcess(args);
if (playerPid != INVALID_PROCESS) {
// Read file into memory
std::ifstream file(filePath, std::ios::binary | std::ios::ate);
if (!file) {
LOG_ERROR("Music: Could not open file: ", filePath);
return;
}
std::streamsize size = file.tellg();
file.seekg(0, std::ios::beg);
std::vector<uint8_t> data(static_cast<size_t>(size));
if (!file.read(reinterpret_cast<char*>(data.data()), size)) {
LOG_ERROR("Music: Could not read file: ", filePath);
return;
}
// Stop current playback
AudioEngine::instance().stopMusic();
// Play with AudioEngine
float volume = volumePercent / 100.0f;
if (AudioEngine::instance().playMusic(data, volume, loop)) {
playing = true;
currentTrack = filePath;
currentTrackIsFile = true;
LOG_INFO("Music: Playing file ", filePath);
} else {
LOG_ERROR("Music: Failed to spawn ffplay process");
LOG_ERROR("Music: Failed to play music via AudioEngine");
}
}
void MusicManager::stopMusic(float fadeMs) {
(void)fadeMs; // ffplay doesn't support fade easily
stopCurrentProcess();
(void)fadeMs; // Fade not implemented yet
AudioEngine::instance().stopMusic();
playing = false;
currentTrack.clear();
currentTrackIsFile = false;
@ -119,43 +116,32 @@ void MusicManager::setVolume(int volume) {
if (volume > 100) volume = 100;
if (volumePercent == volume) return;
volumePercent = volume;
if (playing && !currentTrack.empty()) {
std::string track = currentTrack;
bool isFile = currentTrackIsFile;
stopCurrentProcess();
playing = false;
currentTrack.clear();
currentTrackIsFile = false;
if (isFile) {
playFilePath(track, true);
} else {
playMusic(track, true);
}
}
// Update AudioEngine music volume directly (no restart needed!)
float vol = volumePercent / 100.0f;
AudioEngine::instance().setMusicVolume(vol);
}
void MusicManager::crossfadeTo(const std::string& mpqPath, float fadeMs) {
if (mpqPath == currentTrack && playing) return;
// Simple implementation: stop and start (no actual crossfade with subprocess)
// Simple implementation: stop and start (no actual crossfade yet)
if (fadeMs > 0 && playing) {
crossfading = true;
pendingTrack = mpqPath;
fadeTimer = 0.0f;
fadeDuration = fadeMs / 1000.0f;
stopCurrentProcess();
AudioEngine::instance().stopMusic();
} else {
playMusic(mpqPath);
}
}
void MusicManager::update(float deltaTime) {
// Check if player process is still running
if (playerPid != INVALID_PROCESS) {
if (!platform::isProcessRunning(playerPid)) {
// Check if music is still playing
if (playing && !AudioEngine::instance().isMusicPlaying()) {
playing = false;
}
}
// Handle crossfade
if (crossfading) {
@ -169,12 +155,5 @@ void MusicManager::update(float deltaTime) {
}
}
void MusicManager::stopCurrentProcess() {
if (playerPid != INVALID_PROCESS) {
platform::killProcess(playerPid);
playing = false;
}
}
} // namespace audio
} // namespace wowee

View file

@ -31,6 +31,7 @@
#include "core/logger.hpp"
#include "game/world.hpp"
#include "game/zone_manager.hpp"
#include "audio/audio_engine.hpp"
#include "audio/music_manager.hpp"
#include "audio/footstep_manager.hpp"
#include "audio/activity_sound_manager.hpp"
@ -322,6 +323,11 @@ bool Renderer::initialize(core::Window* win) {
zoneManager = std::make_unique<game::ZoneManager>();
zoneManager->initialize();
// Initialize AudioEngine (singleton)
if (!audio::AudioEngine::instance().initialize()) {
LOG_WARNING("Failed to initialize AudioEngine - audio will be disabled");
}
// Create music manager (initialized later with asset manager)
musicManager = std::make_unique<audio::MusicManager>();
footstepManager = std::make_unique<audio::FootstepManager>();
@ -443,6 +449,10 @@ void Renderer::shutdown() {
activitySoundManager->shutdown();
activitySoundManager.reset();
}
// Shutdown AudioEngine singleton
audio::AudioEngine::instance().shutdown();
if (underwaterOverlayVAO) {
glDeleteVertexArrays(1, &underwaterOverlayVAO);
underwaterOverlayVAO = 0;
@ -1072,13 +1082,26 @@ audio::FootstepSurface Renderer::resolveFootstepSurface() const {
const glm::vec3& p = characterPosition;
// Cache footstep surface to avoid expensive queries every step
// Only update if moved >1.5 units or timer expired (0.5s)
float distSq = glm::dot(p - cachedFootstepPosition, p - cachedFootstepPosition);
if (distSq < 2.25f && cachedFootstepUpdateTimer < 0.5f) {
return cachedFootstepSurface;
}
// Update cache
cachedFootstepPosition = p;
cachedFootstepUpdateTimer = 0.0f;
if (cameraController->isSwimming()) {
cachedFootstepSurface = audio::FootstepSurface::WATER;
return audio::FootstepSurface::WATER;
}
if (waterRenderer) {
auto waterH = waterRenderer->getWaterHeightAt(p.x, p.y);
if (waterH && p.z < (*waterH + 0.25f)) {
cachedFootstepSurface = audio::FootstepSurface::WATER;
return audio::FootstepSurface::WATER;
}
}
@ -1087,25 +1110,30 @@ audio::FootstepSurface Renderer::resolveFootstepSurface() const {
auto wmoFloor = wmoRenderer->getFloorHeight(p.x, p.y, p.z + 1.5f);
auto terrainFloor = terrainManager ? terrainManager->getHeightAt(p.x, p.y) : std::nullopt;
if (wmoFloor && (!terrainFloor || *wmoFloor >= *terrainFloor - 0.1f)) {
cachedFootstepSurface = audio::FootstepSurface::STONE;
return audio::FootstepSurface::STONE;
}
}
// Determine surface type (expensive - only done when cache needs update)
audio::FootstepSurface surface = audio::FootstepSurface::STONE;
if (terrainManager) {
auto texture = terrainManager->getDominantTextureAt(p.x, p.y);
if (texture) {
std::string t = *texture;
for (char& c : t) c = static_cast<char>(std::tolower(static_cast<unsigned char>(c)));
if (t.find("snow") != std::string::npos || t.find("ice") != std::string::npos) return audio::FootstepSurface::SNOW;
if (t.find("grass") != std::string::npos || t.find("moss") != std::string::npos || t.find("leaf") != std::string::npos) return audio::FootstepSurface::GRASS;
if (t.find("sand") != std::string::npos || t.find("dirt") != std::string::npos || t.find("mud") != std::string::npos) return audio::FootstepSurface::DIRT;
if (t.find("wood") != std::string::npos || t.find("timber") != std::string::npos) return audio::FootstepSurface::WOOD;
if (t.find("metal") != std::string::npos || t.find("iron") != std::string::npos) return audio::FootstepSurface::METAL;
if (t.find("stone") != std::string::npos || t.find("rock") != std::string::npos || t.find("cobble") != std::string::npos || t.find("brick") != std::string::npos) return audio::FootstepSurface::STONE;
if (t.find("snow") != std::string::npos || t.find("ice") != std::string::npos) surface = audio::FootstepSurface::SNOW;
else if (t.find("grass") != std::string::npos || t.find("moss") != std::string::npos || t.find("leaf") != std::string::npos) surface = audio::FootstepSurface::GRASS;
else if (t.find("sand") != std::string::npos || t.find("dirt") != std::string::npos || t.find("mud") != std::string::npos) surface = audio::FootstepSurface::DIRT;
else if (t.find("wood") != std::string::npos || t.find("timber") != std::string::npos) surface = audio::FootstepSurface::WOOD;
else if (t.find("metal") != std::string::npos || t.find("iron") != std::string::npos) surface = audio::FootstepSurface::METAL;
else if (t.find("stone") != std::string::npos || t.find("rock") != std::string::npos || t.find("cobble") != std::string::npos || t.find("brick") != std::string::npos) surface = audio::FootstepSurface::STONE;
}
}
return audio::FootstepSurface::STONE;
cachedFootstepSurface = surface;
return surface;
}
void Renderer::update(float deltaTime) {
@ -1118,6 +1146,12 @@ void Renderer::update(float deltaTime) {
cameraController->update(deltaTime);
auto cameraEnd = std::chrono::steady_clock::now();
lastCameraUpdateMs = std::chrono::duration<double, std::milli>(cameraEnd - cameraStart).count();
// Update 3D audio listener position/orientation to match camera
if (camera) {
audio::AudioEngine::instance().setListenerPosition(camera->getPosition());
audio::AudioEngine::instance().setListenerOrientation(camera->getForward(), camera->getUp());
}
} else {
lastCameraUpdateMs = 0.0;
}
@ -1209,9 +1243,13 @@ void Renderer::update(float deltaTime) {
characterRenderer->update(deltaTime);
}
// Update AudioEngine (cleanup finished sounds, etc.)
audio::AudioEngine::instance().update(deltaTime);
// Footsteps: animation-event driven + surface query at event time.
if (footstepManager) {
footstepManager->update(deltaTime);
cachedFootstepUpdateTimer += deltaTime; // Update surface cache timer
bool canPlayFootsteps = characterRenderer && characterInstanceId > 0 &&
cameraController && cameraController->isThirdPerson() &&
cameraController->isGrounded() && !cameraController->isSwimming();