Add ambient sound system and eliminate log spam

- Implement AmbientSoundManager with tavern/outdoor ambience
- Fix audio buffer limit (5s → 60s) for long ambient loops
- Set log level to INFO to eliminate DEBUG spam (130MB → 3.2MB logs)
- Remove excessive terrain/model/network logging
- Fix ambient sound timer sharing and pitch parameter bugs
This commit is contained in:
Kelsi 2026-02-09 14:50:14 -08:00
parent 4a7e599764
commit dab23f1895
24 changed files with 701 additions and 138 deletions

View file

@ -8,7 +8,7 @@
namespace wowee {
namespace core { class Window; }
namespace game { class World; class ZoneManager; }
namespace audio { class MusicManager; class FootstepManager; class ActivitySoundManager; class MountSoundManager; class NpcVoiceManager; enum class FootstepSurface : uint8_t; enum class VoiceType; }
namespace audio { class MusicManager; class FootstepManager; class ActivitySoundManager; class MountSoundManager; class NpcVoiceManager; class AmbientSoundManager; enum class FootstepSurface : uint8_t; enum class VoiceType; }
namespace pipeline { class AssetManager; }
namespace rendering {
@ -150,6 +150,7 @@ public:
audio::ActivitySoundManager* getActivitySoundManager() { return activitySoundManager.get(); }
audio::MountSoundManager* getMountSoundManager() { return mountSoundManager.get(); }
audio::NpcVoiceManager* getNpcVoiceManager() { return npcVoiceManager.get(); }
audio::AmbientSoundManager* getAmbientSoundManager() { return ambientSoundManager.get(); }
private:
core::Window* window = nullptr;
@ -177,6 +178,7 @@ private:
std::unique_ptr<audio::ActivitySoundManager> activitySoundManager;
std::unique_ptr<audio::MountSoundManager> mountSoundManager;
std::unique_ptr<audio::NpcVoiceManager> npcVoiceManager;
std::unique_ptr<audio::AmbientSoundManager> ambientSoundManager;
std::unique_ptr<game::ZoneManager> zoneManager;
std::unique_ptr<Shader> underwaterOverlayShader;
uint32_t underwaterOverlayVAO = 0;

View file

@ -22,6 +22,7 @@
namespace wowee {
namespace pipeline { class AssetManager; }
namespace audio { class AmbientSoundManager; }
namespace rendering { class TerrainRenderer; class Camera; class WaterRenderer; class M2Renderer; class WMORenderer; }
namespace rendering {
@ -106,6 +107,13 @@ struct PendingTile {
};
std::vector<WMODoodadReady> wmoDoodads;
// Ambient sound emitters (detected from doodads)
struct AmbientEmitter {
glm::vec3 position;
uint32_t type; // Maps to AmbientSoundManager::AmbientType
};
std::vector<AmbientEmitter> ambientEmitters;
// Pre-loaded terrain texture BLP data (loaded on background thread to avoid
// blocking file I/O on the main thread during finalizeTile)
std::unordered_map<std::string, pipeline::BLPImage> preloadedTextures;
@ -182,6 +190,7 @@ public:
void setWaterRenderer(WaterRenderer* renderer) { waterRenderer = renderer; }
void setM2Renderer(M2Renderer* renderer) { m2Renderer = renderer; }
void setWMORenderer(WMORenderer* renderer) { wmoRenderer = renderer; }
void setAmbientSoundManager(audio::AmbientSoundManager* manager) { ambientSoundManager = manager; }
/**
* Get terrain height at GL coordinates
@ -257,6 +266,7 @@ private:
WaterRenderer* waterRenderer = nullptr;
M2Renderer* m2Renderer = nullptr;
WMORenderer* wmoRenderer = nullptr;
audio::AmbientSoundManager* ambientSoundManager = nullptr;
std::string mapName = "Azeroth";