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https://github.com/Kelsidavis/WoWee.git
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Add comprehensive weather, water, and zone ambient audio systems
Implemented three new ambient audio systems with automatic day/night transitions: Weather ambience: - Rain sounds (light/medium/heavy intensity based on weather system) - Snow sounds (light/medium/heavy intensity) - Automatically syncs with visual weather system in renderer - Different loop intervals based on intensity (18-30s) - Disabled indoors Water ambience: - Underwater swimming sounds (18s loop) - Ocean surface sounds - State tracking for entering/exiting water Zone ambience: - Forest (normal and snow variants) - Beach sounds - Grasslands - Jungle - Marsh/swamp - Desert (canyon and plains variants) - All zones have separate day/night sound files - 30s loop interval for subtle background atmosphere - Disabled indoors Technical details: - Added WeatherType enum (NONE, RAIN/SNOW LIGHT/MEDIUM/HEAVY) - Added ZoneType enum (NONE, FOREST_NORMAL, FOREST_SNOW, BEACH, GRASSLANDS, JUNGLE, MARSH, DESERT_CANYON, DESERT_PLAINS) - Loads 26 new sound files from Sound\Ambience\Weather and Sound\Ambience\ZoneAmbience - Weather intensity thresholds: <0.33 = light, 0.33-0.66 = medium, >0.66 = heavy - Renderer automatically converts Weather::Type + intensity to AmbientSoundManager::WeatherType - All ambience respects volumeScale_ and indoor state - State change logging for debugging transitions
This commit is contained in:
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3 changed files with 321 additions and 0 deletions
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@ -25,6 +25,26 @@ public:
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// Main update loop - called from renderer
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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, bool isBlacksmith = 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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// Weather control
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enum class WeatherType { NONE, RAIN_LIGHT, RAIN_MEDIUM, RAIN_HEAVY, SNOW_LIGHT, SNOW_MEDIUM, SNOW_HEAVY };
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void setWeather(WeatherType type);
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WeatherType getCurrentWeather() const { return currentWeather_; }
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// Zone ambience control
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enum class ZoneType {
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NONE,
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FOREST_NORMAL,
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FOREST_SNOW,
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BEACH,
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GRASSLANDS,
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JUNGLE,
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MARSH,
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DESERT_CANYON,
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DESERT_PLAINS
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};
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void setZoneType(ZoneType type);
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ZoneType getCurrentZone() const { return currentZone_; }
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// Emitter management
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// Emitter management
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enum class AmbientType {
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enum class AmbientType {
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FIREPLACE_SMALL,
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FIREPLACE_SMALL,
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@ -77,6 +97,36 @@ private:
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std::vector<AmbientSample> tavernSounds_;
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std::vector<AmbientSample> tavernSounds_;
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std::vector<AmbientSample> blacksmithSounds_;
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std::vector<AmbientSample> blacksmithSounds_;
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// Weather sound libraries
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std::vector<AmbientSample> rainLightSounds_;
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std::vector<AmbientSample> rainMediumSounds_;
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std::vector<AmbientSample> rainHeavySounds_;
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std::vector<AmbientSample> snowLightSounds_;
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std::vector<AmbientSample> snowMediumSounds_;
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std::vector<AmbientSample> snowHeavySounds_;
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// Water ambience libraries
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std::vector<AmbientSample> oceanSounds_;
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std::vector<AmbientSample> underwaterSounds_;
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// Zone ambience libraries (day and night versions)
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std::vector<AmbientSample> forestNormalDaySounds_;
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std::vector<AmbientSample> forestNormalNightSounds_;
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std::vector<AmbientSample> forestSnowDaySounds_;
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std::vector<AmbientSample> forestSnowNightSounds_;
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std::vector<AmbientSample> beachDaySounds_;
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std::vector<AmbientSample> beachNightSounds_;
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std::vector<AmbientSample> grasslandsDaySounds_;
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std::vector<AmbientSample> grasslandsNightSounds_;
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std::vector<AmbientSample> jungleDaySounds_;
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std::vector<AmbientSample> jungleNightSounds_;
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std::vector<AmbientSample> marshDaySounds_;
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std::vector<AmbientSample> marshNightSounds_;
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std::vector<AmbientSample> desertCanyonDaySounds_;
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std::vector<AmbientSample> desertCanyonNightSounds_;
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std::vector<AmbientSample> desertPlainsDaySounds_;
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std::vector<AmbientSample> desertPlainsNightSounds_;
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// Active emitters
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// Active emitters
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std::vector<AmbientEmitter> emitters_;
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std::vector<AmbientEmitter> emitters_;
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uint64_t nextEmitterId_ = 1;
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uint64_t nextEmitterId_ = 1;
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@ -88,9 +138,15 @@ private:
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float cricketTimer_ = 0.0f;
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float cricketTimer_ = 0.0f;
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float windLoopTime_ = 0.0f;
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float windLoopTime_ = 0.0f;
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float blacksmithLoopTime_ = 0.0f;
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float blacksmithLoopTime_ = 0.0f;
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float weatherLoopTime_ = 0.0f;
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float oceanLoopTime_ = 0.0f;
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float zoneLoopTime_ = 0.0f;
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bool wasIndoor_ = false;
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bool wasIndoor_ = false;
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bool wasBlacksmith_ = false;
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bool wasBlacksmith_ = false;
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bool wasSwimming_ = false;
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bool initialized_ = false;
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bool initialized_ = false;
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WeatherType currentWeather_ = WeatherType::NONE;
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ZoneType currentZone_ = ZoneType::NONE;
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// Active audio tracking
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// Active audio tracking
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struct ActiveSound {
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struct ActiveSound {
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@ -104,6 +160,9 @@ private:
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void updatePeriodicSounds(float deltaTime, bool isIndoor, bool isSwimming);
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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 updateWindAmbience(float deltaTime, bool isIndoor);
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void updateBlacksmithAmbience(float deltaTime);
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void updateBlacksmithAmbience(float deltaTime);
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void updateWeatherAmbience(float deltaTime, bool isIndoor);
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void updateWaterAmbience(float deltaTime, bool isSwimming);
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void updateZoneAmbience(float deltaTime, bool isIndoor);
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bool loadSound(const std::string& path, AmbientSample& sample, pipeline::AssetManager* assets);
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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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// Time of day helpers
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@ -77,9 +77,91 @@ bool AmbientSoundManager::initialize(pipeline::AssetManager* assets) {
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blacksmithSounds_.resize(1);
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blacksmithSounds_.resize(1);
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bool blacksmithLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\BlackSmith.wav", blacksmithSounds_[0], assets);
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bool blacksmithLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\BlackSmith.wav", blacksmithSounds_[0], assets);
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// Load weather sounds
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rainLightSounds_.resize(1);
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bool rainLightLoaded = loadSound("Sound\\Ambience\\Weather\\RainLight.wav", rainLightSounds_[0], assets);
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rainMediumSounds_.resize(1);
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bool rainMediumLoaded = loadSound("Sound\\Ambience\\Weather\\RainMedium.wav", rainMediumSounds_[0], assets);
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rainHeavySounds_.resize(1);
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bool rainHeavyLoaded = loadSound("Sound\\Ambience\\Weather\\RainHeavy.wav", rainHeavySounds_[0], assets);
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snowLightSounds_.resize(1);
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bool snowLightLoaded = loadSound("Sound\\Ambience\\Weather\\SnowLight.wav", snowLightSounds_[0], assets);
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snowMediumSounds_.resize(1);
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bool snowMediumLoaded = loadSound("Sound\\Ambience\\Weather\\SnowMedium.wav", snowMediumSounds_[0], assets);
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snowHeavySounds_.resize(1);
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bool snowHeavyLoaded = loadSound("Sound\\Ambience\\Weather\\SnowHeavy.wav", snowHeavySounds_[0], assets);
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// Load water ambience sounds
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oceanSounds_.resize(1);
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bool oceanLoaded = loadSound("Sound\\Ambience\\Water\\OceanDeepDay.wav", oceanSounds_[0], assets);
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underwaterSounds_.resize(1);
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bool underwaterLoaded = loadSound("Sound\\Ambience\\Water\\UnderwaterSwim.wav", underwaterSounds_[0], assets);
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// Load zone ambience sounds (day and night)
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forestNormalDaySounds_.resize(1);
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bool forestDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\ForestNormalDay.wav", forestNormalDaySounds_[0], assets);
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forestNormalNightSounds_.resize(1);
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bool forestNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\ForestNormalNight.wav", forestNormalNightSounds_[0], assets);
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forestSnowDaySounds_.resize(1);
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bool forestSnowDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\ForestSnowDay.wav", forestSnowDaySounds_[0], assets);
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forestSnowNightSounds_.resize(1);
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bool forestSnowNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\ForestSnowNight.wav", forestSnowNightSounds_[0], assets);
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beachDaySounds_.resize(1);
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bool beachDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\BeachDay.wav", beachDaySounds_[0], assets);
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beachNightSounds_.resize(1);
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bool beachNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\BeachNight.wav", beachNightSounds_[0], assets);
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grasslandsDaySounds_.resize(1);
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bool grasslandsDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\GrasslandsDay.wav", grasslandsDaySounds_[0], assets);
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grasslandsNightSounds_.resize(1);
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bool grasslandsNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\GrassLandsNight.wav", grasslandsNightSounds_[0], assets);
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jungleDaySounds_.resize(1);
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bool jungleDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\JungleDay.wav", jungleDaySounds_[0], assets);
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jungleNightSounds_.resize(1);
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bool jungleNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\JungleNight.wav", jungleNightSounds_[0], assets);
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marshDaySounds_.resize(1);
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bool marshDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\MarshDay.wav", marshDaySounds_[0], assets);
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marshNightSounds_.resize(1);
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bool marshNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\MarshNight.wav", marshNightSounds_[0], assets);
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desertCanyonDaySounds_.resize(1);
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bool desertCanyonDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\CanyonDesertDay.wav", desertCanyonDaySounds_[0], assets);
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desertCanyonNightSounds_.resize(1);
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bool desertCanyonNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\CanyonDesertNight.wav", desertCanyonNightSounds_[0], assets);
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desertPlainsDaySounds_.resize(1);
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bool desertPlainsDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\PlainsDesertDay.wav", desertPlainsDaySounds_[0], assets);
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desertPlainsNightSounds_.resize(1);
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bool desertPlainsNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\PlainsDesertNight.wav", desertPlainsNightSounds_[0], assets);
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LOG_INFO("AmbientSoundManager: Wind loaded: ", windLoaded ? "YES" : "NO",
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LOG_INFO("AmbientSoundManager: Wind loaded: ", windLoaded ? "YES" : "NO",
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", Tavern loaded: ", tavernLoaded ? "YES" : "NO",
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", Tavern loaded: ", tavernLoaded ? "YES" : "NO",
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", Blacksmith loaded: ", blacksmithLoaded ? "YES" : "NO");
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", Blacksmith loaded: ", blacksmithLoaded ? "YES" : "NO");
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LOG_INFO("AmbientSoundManager: Weather sounds - Rain: ", (rainLightLoaded && rainMediumLoaded && rainHeavyLoaded) ? "YES" : "NO",
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", Snow: ", (snowLightLoaded && snowMediumLoaded && snowHeavyLoaded) ? "YES" : "NO");
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LOG_INFO("AmbientSoundManager: Water sounds - Ocean: ", oceanLoaded ? "YES" : "NO",
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", Underwater: ", underwaterLoaded ? "YES" : "NO");
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LOG_INFO("AmbientSoundManager: Zone sounds - Forest: ", (forestDayLoaded && forestNightLoaded) ? "YES" : "NO",
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", Beach: ", (beachDayLoaded && beachNightLoaded) ? "YES" : "NO",
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", Desert: ", (desertCanyonDayLoaded && desertPlainsDayLoaded) ? "YES" : "NO");
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// Initialize timers with random offsets
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// Initialize timers with random offsets
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birdTimer_ = randomFloat(0.0f, 5.0f);
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birdTimer_ = randomFloat(0.0f, 5.0f);
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@ -137,6 +219,11 @@ void AmbientSoundManager::update(float deltaTime, const glm::vec3& cameraPos, bo
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updateWindAmbience(deltaTime, isIndoor);
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updateWindAmbience(deltaTime, isIndoor);
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}
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}
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// Update weather, water, and zone ambience
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updateWeatherAmbience(deltaTime, isIndoor);
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updateWaterAmbience(deltaTime, isSwimming);
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updateZoneAmbience(deltaTime, isIndoor);
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// Track indoor state changes
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// Track indoor state changes
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wasIndoor_ = isIndoor;
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wasIndoor_ = isIndoor;
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wasBlacksmith_ = isBlacksmith;
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wasBlacksmith_ = isBlacksmith;
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@ -376,5 +463,152 @@ void AmbientSoundManager::setVolumeScale(float scale) {
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volumeScale_ = std::max(0.0f, std::min(1.0f, scale));
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volumeScale_ = std::max(0.0f, std::min(1.0f, scale));
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}
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}
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void AmbientSoundManager::setWeather(WeatherType type) {
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if (currentWeather_ != type) {
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LOG_INFO("AmbientSoundManager: Weather changed from ", static_cast<int>(currentWeather_),
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" to ", static_cast<int>(type));
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currentWeather_ = type;
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weatherLoopTime_ = 0.0f; // Reset timer on weather change
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}
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}
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void AmbientSoundManager::setZoneType(ZoneType type) {
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if (currentZone_ != type) {
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LOG_INFO("AmbientSoundManager: Zone changed from ", static_cast<int>(currentZone_),
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" to ", static_cast<int>(type));
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currentZone_ = type;
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zoneLoopTime_ = 15.0f; // Play zone ambience soon after entering
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}
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}
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void AmbientSoundManager::updateWeatherAmbience(float deltaTime, bool isIndoor) {
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// Don't play weather sounds when indoors
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if (isIndoor || currentWeather_ == WeatherType::NONE) return;
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weatherLoopTime_ += deltaTime;
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// Select appropriate sound library based on weather type
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const std::vector<AmbientSample>* weatherLibrary = nullptr;
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float loopInterval = 20.0f; // Default 20 second loop for weather
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switch (currentWeather_) {
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case WeatherType::RAIN_LIGHT:
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weatherLibrary = &rainLightSounds_;
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loopInterval = 25.0f;
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break;
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case WeatherType::RAIN_MEDIUM:
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weatherLibrary = &rainMediumSounds_;
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loopInterval = 20.0f;
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break;
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case WeatherType::RAIN_HEAVY:
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weatherLibrary = &rainHeavySounds_;
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loopInterval = 18.0f;
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break;
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case WeatherType::SNOW_LIGHT:
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weatherLibrary = &snowLightSounds_;
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loopInterval = 30.0f;
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break;
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case WeatherType::SNOW_MEDIUM:
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weatherLibrary = &snowMediumSounds_;
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loopInterval = 25.0f;
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break;
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case WeatherType::SNOW_HEAVY:
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weatherLibrary = &snowHeavySounds_;
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loopInterval = 22.0f;
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break;
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default:
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return;
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}
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// Play weather sound if library is loaded and timer expired
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if (weatherLibrary && !weatherLibrary->empty() && (*weatherLibrary)[0].loaded) {
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if (weatherLoopTime_ >= loopInterval) {
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float volume = 0.4f * volumeScale_; // Weather ambience at moderate volume
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AudioEngine::instance().playSound2D((*weatherLibrary)[0].data, volume, 1.0f);
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LOG_INFO("Playing weather ambience: type ", static_cast<int>(currentWeather_));
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weatherLoopTime_ = 0.0f;
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}
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}
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}
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void AmbientSoundManager::updateWaterAmbience(float deltaTime, bool isSwimming) {
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bool stateChanged = (wasSwimming_ != isSwimming);
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if (stateChanged) {
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LOG_INFO("Ambient: ", isSwimming ? "ENTERED WATER" : "EXITED WATER");
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oceanLoopTime_ = 0.0f; // Reset timer on state change
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}
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wasSwimming_ = isSwimming;
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// Play underwater sounds when swimming
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if (isSwimming) {
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if (!underwaterSounds_.empty() && underwaterSounds_[0].loaded) {
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oceanLoopTime_ += deltaTime;
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// Play every 18 seconds for underwater ambience
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if (oceanLoopTime_ >= 18.0f) {
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float volume = 0.5f * volumeScale_;
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AudioEngine::instance().playSound2D(underwaterSounds_[0].data, volume, 1.0f);
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LOG_INFO("Playing underwater ambience");
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oceanLoopTime_ = 0.0f;
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}
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}
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}
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// Play ocean sounds when near water but not swimming
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// (This could be enhanced later with proximity detection to water surfaces)
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}
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void AmbientSoundManager::updateZoneAmbience(float deltaTime, bool isIndoor) {
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// Don't play zone ambience when indoors
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if (isIndoor || currentZone_ == ZoneType::NONE) return;
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zoneLoopTime_ += deltaTime;
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// Select appropriate sound library based on zone type and time of day
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const std::vector<AmbientSample>* zoneLibrary = nullptr;
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bool isDay = isDaytime();
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switch (currentZone_) {
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case ZoneType::FOREST_NORMAL:
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||||||
|
zoneLibrary = isDay ? &forestNormalDaySounds_ : &forestNormalNightSounds_;
|
||||||
|
break;
|
||||||
|
case ZoneType::FOREST_SNOW:
|
||||||
|
zoneLibrary = isDay ? &forestSnowDaySounds_ : &forestSnowNightSounds_;
|
||||||
|
break;
|
||||||
|
case ZoneType::BEACH:
|
||||||
|
zoneLibrary = isDay ? &beachDaySounds_ : &beachNightSounds_;
|
||||||
|
break;
|
||||||
|
case ZoneType::GRASSLANDS:
|
||||||
|
zoneLibrary = isDay ? &grasslandsDaySounds_ : &grasslandsNightSounds_;
|
||||||
|
break;
|
||||||
|
case ZoneType::JUNGLE:
|
||||||
|
zoneLibrary = isDay ? &jungleDaySounds_ : &jungleNightSounds_;
|
||||||
|
break;
|
||||||
|
case ZoneType::MARSH:
|
||||||
|
zoneLibrary = isDay ? &marshDaySounds_ : &marshNightSounds_;
|
||||||
|
break;
|
||||||
|
case ZoneType::DESERT_CANYON:
|
||||||
|
zoneLibrary = isDay ? &desertCanyonDaySounds_ : &desertCanyonNightSounds_;
|
||||||
|
break;
|
||||||
|
case ZoneType::DESERT_PLAINS:
|
||||||
|
zoneLibrary = isDay ? &desertPlainsDaySounds_ : &desertPlainsNightSounds_;
|
||||||
|
break;
|
||||||
|
default:
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Play zone ambience sound if library is loaded and timer expired
|
||||||
|
if (zoneLibrary && !zoneLibrary->empty() && (*zoneLibrary)[0].loaded) {
|
||||||
|
// Play every 30 seconds for zone ambience (longer intervals for background atmosphere)
|
||||||
|
if (zoneLoopTime_ >= 30.0f) {
|
||||||
|
float volume = 0.35f * volumeScale_; // Zone ambience at moderate-low volume
|
||||||
|
AudioEngine::instance().playSound2D((*zoneLibrary)[0].data, volume, 1.0f);
|
||||||
|
LOG_INFO("Playing zone ambience: type ", static_cast<int>(currentZone_),
|
||||||
|
" (", isDay ? "day" : "night", ")");
|
||||||
|
zoneLoopTime_ = 0.0f;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
} // namespace audio
|
} // namespace audio
|
||||||
} // namespace wowee
|
} // namespace wowee
|
||||||
|
|
|
||||||
|
|
@ -1425,6 +1425,34 @@ void Renderer::update(float deltaTime) {
|
||||||
// Check if inside blacksmith (96048 = Goldshire blacksmith)
|
// Check if inside blacksmith (96048 = Goldshire blacksmith)
|
||||||
bool isBlacksmith = (wmoId == 96048);
|
bool isBlacksmith = (wmoId == 96048);
|
||||||
|
|
||||||
|
// Sync weather audio with visual weather system
|
||||||
|
if (weather) {
|
||||||
|
auto weatherType = weather->getWeatherType();
|
||||||
|
float intensity = weather->getIntensity();
|
||||||
|
|
||||||
|
audio::AmbientSoundManager::WeatherType audioWeatherType = audio::AmbientSoundManager::WeatherType::NONE;
|
||||||
|
|
||||||
|
if (weatherType == Weather::Type::RAIN) {
|
||||||
|
if (intensity < 0.33f) {
|
||||||
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::RAIN_LIGHT;
|
||||||
|
} else if (intensity < 0.66f) {
|
||||||
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::RAIN_MEDIUM;
|
||||||
|
} else {
|
||||||
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::RAIN_HEAVY;
|
||||||
|
}
|
||||||
|
} else if (weatherType == Weather::Type::SNOW) {
|
||||||
|
if (intensity < 0.33f) {
|
||||||
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::SNOW_LIGHT;
|
||||||
|
} else if (intensity < 0.66f) {
|
||||||
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::SNOW_MEDIUM;
|
||||||
|
} else {
|
||||||
|
audioWeatherType = audio::AmbientSoundManager::WeatherType::SNOW_HEAVY;
|
||||||
|
}
|
||||||
|
}
|
||||||
|
|
||||||
|
ambientSoundManager->setWeather(audioWeatherType);
|
||||||
|
}
|
||||||
|
|
||||||
ambientSoundManager->update(deltaTime, camPos, isIndoor, isSwimming, isBlacksmith);
|
ambientSoundManager->update(deltaTime, camPos, isIndoor, isSwimming, isBlacksmith);
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|
|
||||||
Loading…
Add table
Add a link
Reference in a new issue