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Add comprehensive combat sound manager with weapon swings and impacts
Implemented complete combat audio system with 40+ combat sounds: Weapon swing sounds (whooshes): - Small weapons (1H): 3 variations + crit - Medium weapons (2H): 3 variations + crit - Large weapons (heavy 2H): 3 variations + crit - Miss whooshes: separate 1H/2H sounds Impact sounds by armor type: - Flesh (unarmored/cloth): 3 variations + crit - Chain armor: 3 variations + crit - Plate armor: 3 variations + crit - Shield blocks: 3 variations + crit - Metal weapon parries: 1 sound - Wood impacts: 3 variations - Stone impacts: 3 variations Emote sounds: - Clap: 7 variations Technical details: - Loads 40+ sound files from Sound\Item\Weapons and Sound\Character - Simple API: playWeaponSwing(size, isCrit), playImpact(size, type, isCrit) - Random variation selection for non-crit sounds - Volume at 0.8 with global scale control - Crit sounds play 1.2x louder for emphasis - Uses 1H axe impact sounds as base (similar across weapon types) - Ready for integration with combat system Usage examples: ```cpp combatSoundManager->playWeaponSwing(WeaponSize::SMALL, false); combatSoundManager->playImpact(WeaponSize::MEDIUM, ImpactType::PLATE, true); combatSoundManager->playWeaponMiss(true); // 2H miss combatSoundManager->playClap(); ``` This adds essential combat audio feedback for melee combat!
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include/audio/combat_sound_manager.hpp
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include/audio/combat_sound_manager.hpp
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#pragma once
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#include <vector>
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#include <memory>
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#include <string>
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#include <cstdint>
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namespace wowee {
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namespace pipeline {
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class AssetManager;
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}
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namespace audio {
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class CombatSoundManager {
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public:
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CombatSoundManager() = default;
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~CombatSoundManager() = default;
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// Initialization
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bool initialize(pipeline::AssetManager* assets);
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void shutdown();
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// Volume control
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void setVolumeScale(float scale);
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// Weapon swing sounds (whoosh sounds before impact)
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enum class WeaponSize {
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SMALL, // 1H weapons (daggers, swords, maces)
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MEDIUM, // 2H weapons (2H swords, axes)
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LARGE // 2H heavy weapons (polearms, staves)
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};
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void playWeaponSwing(WeaponSize size, bool isCrit = false);
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void playWeaponMiss(bool twoHanded = false);
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// Impact sounds (when weapon hits target)
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enum class ImpactType {
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FLESH, // Hit unarmored/cloth
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CHAIN, // Hit chain armor
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PLATE, // Hit plate armor
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SHIELD, // Hit shield
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METAL_WEAPON, // Parry/weapon clash
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WOOD, // Hit wooden objects
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STONE // Hit stone/rock
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};
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void playImpact(WeaponSize weaponSize, ImpactType impactType, bool isCrit = false);
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// Emote sounds
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void playClap();
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private:
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struct CombatSample {
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std::string path;
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std::vector<uint8_t> data;
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bool loaded;
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};
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// Weapon swing sound libraries
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std::vector<CombatSample> swingSmallSounds_;
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std::vector<CombatSample> swingMediumSounds_;
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std::vector<CombatSample> swingLargeSounds_;
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std::vector<CombatSample> swingSmallCritSounds_;
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std::vector<CombatSample> swingMediumCritSounds_;
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std::vector<CombatSample> swingLargeCritSounds_;
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std::vector<CombatSample> missWhoosh1HSounds_;
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std::vector<CombatSample> missWhoosh2HSounds_;
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// Impact sound libraries (using 1H axe as base - similar across weapon types)
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std::vector<CombatSample> hitFleshSounds_;
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std::vector<CombatSample> hitChainSounds_;
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std::vector<CombatSample> hitPlateSounds_;
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std::vector<CombatSample> hitShieldSounds_;
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std::vector<CombatSample> hitMetalWeaponSounds_;
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std::vector<CombatSample> hitWoodSounds_;
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std::vector<CombatSample> hitStoneSounds_;
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std::vector<CombatSample> hitFleshCritSounds_;
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std::vector<CombatSample> hitChainCritSounds_;
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std::vector<CombatSample> hitPlateCritSounds_;
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std::vector<CombatSample> hitShieldCritSounds_;
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// Emote sounds
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std::vector<CombatSample> clapSounds_;
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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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// Helper methods
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bool loadSound(const std::string& path, CombatSample& sample, pipeline::AssetManager* assets);
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void playSound(const std::vector<CombatSample>& library, float volumeMultiplier = 1.0f);
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void playRandomSound(const std::vector<CombatSample>& library, float volumeMultiplier = 1.0f);
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};
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} // namespace audio
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} // namespace wowee
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