Add water footstep splashes and reduce lake wave amplitude

- Play WaterFootstep splash sounds when wading in shallow water
- Spawn foot splash particles at water surface on each water footstep
- Reduce inland water wave amplitude from 0.18 to 0.08 for calmer lakes
This commit is contained in:
Kelsi 2026-02-23 06:58:46 -08:00
parent 93f873b521
commit c35b40391f
4 changed files with 37 additions and 2 deletions

View file

@ -24,6 +24,7 @@ public:
void update(const Camera& camera, const CameraController& cc,
const WaterRenderer& water, float deltaTime);
void render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet);
void spawnFootSplash(const glm::vec3& footPos, float waterH);
private:
struct Particle {

View file

@ -2590,7 +2590,20 @@ void Renderer::update(float deltaTime) {
float animDurationMs = 0.0f;
if (characterRenderer->getAnimationState(characterInstanceId, animId, animTimeMs, animDurationMs) &&
shouldTriggerFootstepEvent(animId, animTimeMs, animDurationMs)) {
footstepManager->playFootstep(resolveFootstepSurface(), cameraController->isSprinting());
auto surface = resolveFootstepSurface();
footstepManager->playFootstep(surface, cameraController->isSprinting());
// Play additional splash sound and spawn foot splash particles when wading
if (surface == audio::FootstepSurface::WATER) {
if (movementSoundManager) {
movementSoundManager->playWaterFootstep(audio::MovementSoundManager::CharacterSize::MEDIUM);
}
if (swimEffects && waterRenderer) {
auto wh = waterRenderer->getWaterHeightAt(characterPosition.x, characterPosition.y);
if (wh) {
swimEffects->spawnFootSplash(characterPosition, *wh);
}
}
}
}
mountFootstepNormInitialized = false;
} else {

View file

@ -345,6 +345,27 @@ void SwimEffects::spawnRipple(const glm::vec3& pos, const glm::vec3& moveDir, fl
ripples.push_back(p);
}
void SwimEffects::spawnFootSplash(const glm::vec3& footPos, float waterH) {
// Small burst of splash droplets at foot position (for wading)
constexpr int splashCount = 5;
for (int i = 0; i < splashCount; ++i) {
if (static_cast<int>(ripples.size()) >= MAX_RIPPLE_PARTICLES) break;
Particle p;
float ox = randFloat(-0.4f, 0.4f);
float oy = randFloat(-0.4f, 0.4f);
p.position = glm::vec3(footPos.x + ox, footPos.y + oy, waterH + 0.1f);
// Small upward spray in random horizontal direction
float angle = randFloat(0.0f, 6.2832f);
float speed = randFloat(0.8f, 2.0f);
p.velocity = glm::vec3(std::cos(angle) * speed, std::sin(angle) * speed, randFloat(1.0f, 2.5f));
p.lifetime = 0.0f;
p.maxLifetime = randFloat(0.3f, 0.6f);
p.size = randFloat(2.0f, 4.0f);
p.alpha = randFloat(0.4f, 0.7f);
ripples.push_back(p);
}
}
void SwimEffects::spawnBubble(const glm::vec3& pos, float /*waterH*/) {
if (static_cast<int>(bubbles.size()) >= MAX_BUBBLE_PARTICLES) return;

View file

@ -782,7 +782,7 @@ void WaterRenderer::render(VkCommandBuffer cmd, VkDescriptorSet perFrameSet,
uint8_t basicType = (surface.liquidType == 0) ? 0 : ((surface.liquidType - 1) % 4);
// WMO water gets no wave displacement — prevents visible slosh at
// geometry edges (bridges, docks) where water is far below the surface.
float waveAmp = isWmoWater ? 0.0f : (basicType == 1 ? 0.35f : 0.18f);
float waveAmp = isWmoWater ? 0.0f : (basicType == 1 ? 0.35f : 0.08f);
float waveFreq = canalProfile ? 0.35f : (basicType == 1 ? 0.20f : 0.30f);
float waveSpeed = canalProfile ? 1.00f : (basicType == 1 ? 1.20f : 1.40f);