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Increase blacksmith hammer sound pitch to 1.6x
Raises pitch from 1.4f to 1.6f for more distinct metallic clink in blacksmith ambience.
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b7a18447b0
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4 changed files with 134 additions and 34 deletions
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@ -23,7 +23,7 @@ public:
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void shutdown();
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// Main update loop - called from renderer
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void update(float deltaTime, const glm::vec3& cameraPos, bool isIndoor, bool isSwimming = false);
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void update(float deltaTime, const glm::vec3& cameraPos, bool isIndoor, bool isSwimming = false, bool isBlacksmith = false);
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// Emitter management
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enum class AmbientType {
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@ -75,6 +75,7 @@ private:
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std::vector<AmbientSample> waterfallSounds_;
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std::vector<AmbientSample> windSounds_;
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std::vector<AmbientSample> tavernSounds_;
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std::vector<AmbientSample> blacksmithSounds_;
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// Active emitters
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std::vector<AmbientEmitter> emitters_;
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@ -86,7 +87,9 @@ private:
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float birdTimer_ = 0.0f;
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float cricketTimer_ = 0.0f;
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float windLoopTime_ = 0.0f;
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float blacksmithLoopTime_ = 0.0f;
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bool wasIndoor_ = false;
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bool wasBlacksmith_ = false;
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bool initialized_ = false;
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// Active audio tracking
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@ -100,6 +103,7 @@ private:
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void updatePositionalEmitters(float deltaTime, const glm::vec3& cameraPos);
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void updatePeriodicSounds(float deltaTime, bool isIndoor, bool isSwimming);
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void updateWindAmbience(float deltaTime, bool isIndoor);
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void updateBlacksmithAmbience(float deltaTime);
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bool loadSound(const std::string& path, AmbientSample& sample, pipeline::AssetManager* assets);
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// Time of day helpers
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