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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
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24 changed files with 701 additions and 138 deletions
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@ -8,7 +8,7 @@
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namespace wowee {
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namespace core { class Window; }
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namespace game { class World; class ZoneManager; }
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namespace audio { class MusicManager; class FootstepManager; class ActivitySoundManager; class MountSoundManager; class NpcVoiceManager; enum class FootstepSurface : uint8_t; enum class VoiceType; }
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namespace audio { class MusicManager; class FootstepManager; class ActivitySoundManager; class MountSoundManager; class NpcVoiceManager; class AmbientSoundManager; enum class FootstepSurface : uint8_t; enum class VoiceType; }
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namespace pipeline { class AssetManager; }
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namespace rendering {
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@ -150,6 +150,7 @@ public:
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audio::ActivitySoundManager* getActivitySoundManager() { return activitySoundManager.get(); }
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audio::MountSoundManager* getMountSoundManager() { return mountSoundManager.get(); }
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audio::NpcVoiceManager* getNpcVoiceManager() { return npcVoiceManager.get(); }
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audio::AmbientSoundManager* getAmbientSoundManager() { return ambientSoundManager.get(); }
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private:
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core::Window* window = nullptr;
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@ -177,6 +178,7 @@ private:
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std::unique_ptr<audio::ActivitySoundManager> activitySoundManager;
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std::unique_ptr<audio::MountSoundManager> mountSoundManager;
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std::unique_ptr<audio::NpcVoiceManager> npcVoiceManager;
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std::unique_ptr<audio::AmbientSoundManager> ambientSoundManager;
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std::unique_ptr<game::ZoneManager> zoneManager;
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std::unique_ptr<Shader> underwaterOverlayShader;
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uint32_t underwaterOverlayVAO = 0;
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@ -22,6 +22,7 @@
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace audio { class AmbientSoundManager; }
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namespace rendering { class TerrainRenderer; class Camera; class WaterRenderer; class M2Renderer; class WMORenderer; }
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namespace rendering {
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@ -106,6 +107,13 @@ struct PendingTile {
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};
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std::vector<WMODoodadReady> wmoDoodads;
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// Ambient sound emitters (detected from doodads)
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struct AmbientEmitter {
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glm::vec3 position;
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uint32_t type; // Maps to AmbientSoundManager::AmbientType
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};
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std::vector<AmbientEmitter> ambientEmitters;
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// Pre-loaded terrain texture BLP data (loaded on background thread to avoid
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// blocking file I/O on the main thread during finalizeTile)
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std::unordered_map<std::string, pipeline::BLPImage> preloadedTextures;
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@ -182,6 +190,7 @@ public:
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void setWaterRenderer(WaterRenderer* renderer) { waterRenderer = renderer; }
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void setM2Renderer(M2Renderer* renderer) { m2Renderer = renderer; }
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void setWMORenderer(WMORenderer* renderer) { wmoRenderer = renderer; }
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void setAmbientSoundManager(audio::AmbientSoundManager* manager) { ambientSoundManager = manager; }
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/**
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* Get terrain height at GL coordinates
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@ -257,6 +266,7 @@ private:
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WaterRenderer* waterRenderer = nullptr;
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M2Renderer* m2Renderer = nullptr;
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WMORenderer* wmoRenderer = nullptr;
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audio::AmbientSoundManager* ambientSoundManager = nullptr;
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std::string mapName = "Azeroth";
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