mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-05-04 16:23:52 +00:00
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:
parent
4a7e599764
commit
dab23f1895
24 changed files with 701 additions and 138 deletions
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@ -33,13 +33,14 @@ bool ActivitySoundManager::initialize(pipeline::AssetManager* assets) {
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rebuildHardLandClipsForProfile("Human", "Human", true);
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preloadCandidates(splashEnterClips, {
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"Sound\\Character\\General\\Water\\WaterSplashSmall.wav",
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"Sound\\Character\\General\\Water\\WaterSplashMedium.wav",
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"Sound\\Character\\General\\Water\\WaterSplashLarge.wav",
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"Sound\\Character\\Footsteps\\mFootMediumLargeWaterA.wav",
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"Sound\\Character\\Footsteps\\mFootMediumLargeWaterB.wav",
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"Sound\\Character\\Footsteps\\mFootMediumLargeWaterC.wav",
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"Sound\\Character\\Footsteps\\mFootMediumLargeWaterD.wav"
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"Sound\\Character\\Footsteps\\EnterWaterSplash\\EnterWaterSmallA.wav",
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"Sound\\Character\\Footsteps\\EnterWaterSplash\\EnterWaterMediumA.wav",
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"Sound\\Character\\Footsteps\\EnterWaterSplash\\EnterWaterGiantA.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterA.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterB.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterC.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterD.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterE.wav"
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});
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splashExitClips = splashEnterClips;
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@ -91,8 +92,29 @@ void ActivitySoundManager::shutdown() {
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assetManager = nullptr;
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}
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void ActivitySoundManager::update(float) {
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void ActivitySoundManager::update(float deltaTime) {
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reapProcesses();
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// Play swimming stroke sounds periodically when swimming and moving
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if (swimmingActive && swimMoving && !swimLoopClips.empty()) {
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auto now = std::chrono::steady_clock::now();
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float elapsed = std::chrono::duration<float>(now - lastSwimStrokeAt).count();
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// Play swimming stroke sound every 0.8 seconds (swim stroke rhythm)
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if (lastSwimStrokeAt.time_since_epoch().count() == 0 || elapsed >= 0.8f) {
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std::uniform_int_distribution<size_t> clipDist(0, swimLoopClips.size() - 1);
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const Sample& sample = swimLoopClips[clipDist(rng)];
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// Play as one-shot 2D sound
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float volume = 0.6f * volumeScale;
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AudioEngine::instance().playSound2D(sample.data, volume, false);
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lastSwimStrokeAt = now;
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}
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} else if (!swimmingActive) {
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// Reset timer when not swimming
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lastSwimStrokeAt = std::chrono::steady_clock::time_point{};
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}
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}
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void ActivitySoundManager::preloadCandidates(std::vector<Sample>& out, const std::vector<std::string>& candidates) {
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@ -169,24 +191,21 @@ void ActivitySoundManager::rebuildJumpClipsForProfile(const std::string& raceFol
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void ActivitySoundManager::rebuildSwimLoopClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
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swimLoopClips.clear();
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const std::string gender = male ? "Male" : "Female";
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const std::string prefix = "Sound\\Character\\" + raceFolder + "\\";
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const std::string stem = raceBase + gender;
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// WoW 3.3.5a doesn't have dedicated swim loop sounds
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// Use water splash/footstep sounds as swimming stroke sounds
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preloadCandidates(swimLoopClips, {
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prefix + stem + "\\" + stem + "SwimLoop.wav",
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prefix + stem + "\\" + stem + "Swim01.wav",
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prefix + stem + "\\" + stem + "Swim02.wav",
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prefix + stem + "SwimLoop.wav",
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prefix + stem + "Swim01.wav",
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prefix + stem + "Swim02.wav",
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prefix + (male ? "Male" : "Female") + "\\" + stem + "SwimLoop.wav",
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"Sound\\Character\\Swim\\SwimMoveLoop.wav",
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"Sound\\Character\\Swim\\SwimLoop.wav",
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"Sound\\Character\\Swim\\SwimSlowLoop.wav"
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterA.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterB.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterC.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterD.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsMediumWaterE.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsSmallWaterA.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsSmallWaterB.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsSmallWaterC.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsSmallWaterD.wav",
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"Sound\\Character\\Footsteps\\WaterSplash\\FootStepsSmallWaterE.wav"
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});
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if (swimLoopClips.empty()) {
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preloadCandidates(swimLoopClips, buildClassicSet("Water"));
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}
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}
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void ActivitySoundManager::rebuildHardLandClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
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@ -231,22 +250,9 @@ bool ActivitySoundManager::playOneShot(const std::vector<Sample>& clips, float v
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}
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void ActivitySoundManager::startSwimLoop() {
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if (swimLoopPid != INVALID_PROCESS || swimLoopClips.empty()) return;
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std::uniform_int_distribution<size_t> clipDist(0, swimLoopClips.size() - 1);
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const Sample& sample = swimLoopClips[clipDist(rng)];
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std::ofstream out(loopTempPath, std::ios::binary);
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if (!out) return;
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out.write(reinterpret_cast<const char*>(sample.data.data()), static_cast<std::streamsize>(sample.data.size()));
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out.close();
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float volume = (swimMoving ? 0.85f : 0.65f) * volumeScale;
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std::string filter = "volume=" + std::to_string(volume);
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swimLoopPid = platform::spawnProcess({
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"-nodisp", "-autoexit", "-loop", "0", "-loglevel", "quiet",
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"-af", filter, loopTempPath
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});
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// Swimming sounds now handled by periodic playback in update() method
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// This method kept for API compatibility but does nothing
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return;
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}
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void ActivitySoundManager::stopSwimLoop() {
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@ -353,8 +359,10 @@ void ActivitySoundManager::setSwimmingState(bool swimming, bool moving) {
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if (swimming == swimmingActive) return;
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swimmingActive = swimming;
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if (swimmingActive) {
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LOG_INFO("Swimming started - playing swim loop");
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startSwimLoop();
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} else {
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LOG_INFO("Swimming stopped - stopping swim loop");
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stopSwimLoop();
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}
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}
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@ -406,22 +414,36 @@ void ActivitySoundManager::setCharacterVoiceProfile(const std::string& modelName
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}
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void ActivitySoundManager::playWaterEnter() {
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LOG_INFO("Water entry detected - attempting to play splash sound");
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auto now = std::chrono::steady_clock::now();
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if (lastSplashAt.time_since_epoch().count() != 0) {
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if (std::chrono::duration<float>(now - lastSplashAt).count() < 0.20f) return;
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if (std::chrono::duration<float>(now - lastSplashAt).count() < 0.20f) {
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LOG_DEBUG("Water splash throttled (too soon)");
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return;
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}
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}
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if (playOneShot(splashEnterClips, 0.95f, 0.95f, 1.05f)) {
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LOG_INFO("Water splash enter sound played");
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lastSplashAt = now;
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} else {
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LOG_ERROR("Failed to play water splash enter sound");
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}
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}
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void ActivitySoundManager::playWaterExit() {
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LOG_INFO("Water exit detected - attempting to play splash sound");
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auto now = std::chrono::steady_clock::now();
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if (lastSplashAt.time_since_epoch().count() != 0) {
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if (std::chrono::duration<float>(now - lastSplashAt).count() < 0.20f) return;
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if (std::chrono::duration<float>(now - lastSplashAt).count() < 0.20f) {
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LOG_DEBUG("Water splash throttled (too soon)");
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return;
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}
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}
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if (playOneShot(splashExitClips, 0.95f, 0.95f, 1.05f)) {
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LOG_INFO("Water splash exit sound played");
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lastSplashAt = now;
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} else {
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LOG_ERROR("Failed to play water splash exit sound");
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}
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}
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329
src/audio/ambient_sound_manager.cpp
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329
src/audio/ambient_sound_manager.cpp
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@ -0,0 +1,329 @@
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#include "audio/ambient_sound_manager.hpp"
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#include "audio/audio_engine.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "core/logger.hpp"
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#include <random>
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#include <algorithm>
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#include <cmath>
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namespace wowee {
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namespace audio {
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namespace {
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// Distance thresholds (in game units)
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constexpr float MAX_FIRE_DISTANCE = 20.0f;
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constexpr float MAX_WATER_DISTANCE = 35.0f;
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constexpr float MAX_AMBIENT_DISTANCE = 50.0f;
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// Volume settings
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constexpr float FIRE_VOLUME = 0.7f;
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constexpr float WATER_VOLUME = 0.5f;
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constexpr float WIND_VOLUME = 0.35f;
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constexpr float BIRD_VOLUME = 0.6f;
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constexpr float CRICKET_VOLUME = 0.5f;
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// Timing settings (seconds)
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constexpr float BIRD_MIN_INTERVAL = 8.0f;
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constexpr float BIRD_MAX_INTERVAL = 20.0f;
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constexpr float CRICKET_MIN_INTERVAL = 6.0f;
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constexpr float CRICKET_MAX_INTERVAL = 15.0f;
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constexpr float FIRE_LOOP_INTERVAL = 3.0f; // Fire crackling loop length
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std::random_device rd;
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std::mt19937 gen(rd());
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float randomFloat(float min, float max) {
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std::uniform_real_distribution<float> dist(min, max);
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return dist(gen);
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}
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}
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bool AmbientSoundManager::initialize(pipeline::AssetManager* assets) {
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if (!assets) {
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LOG_ERROR("AmbientSoundManager: AssetManager is null");
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return false;
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}
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LOG_INFO("AmbientSoundManager: Initializing...");
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// Load fire sounds
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fireSoundsSmall_.resize(1);
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loadSound("Sound\\Doodad\\CampFireSmallLoop.wav", fireSoundsSmall_[0], assets);
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fireSoundsLarge_.resize(1);
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loadSound("Sound\\Doodad\\CampFireLargeLoop.wav", fireSoundsLarge_[0], assets);
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torchSounds_.resize(1);
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loadSound("Sound\\Doodad\\TorchFireLoop.wav", torchSounds_[0], assets);
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// Load water sounds
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waterSounds_.resize(1);
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loadSound("Sound\\Ambience\\Water\\River_LakeStillA.wav", waterSounds_[0], assets);
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riverSounds_.resize(1);
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loadSound("Sound\\Ambience\\Water\\RiverSlowA.wav", riverSounds_[0], assets);
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waterfallSounds_.resize(1);
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loadSound("Sound\\Doodad\\WaterFallSmall.wav", waterfallSounds_[0], assets);
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// Load wind/ambience sounds
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windSounds_.resize(1);
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bool windLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\ForestNormalDay.wav", windSounds_[0], assets);
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tavernSounds_.resize(1);
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bool tavernLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\Tavern.wav", tavernSounds_[0], assets);
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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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// Initialize timers with random offsets
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birdTimer_ = randomFloat(0.0f, 5.0f);
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cricketTimer_ = randomFloat(0.0f, 5.0f);
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initialized_ = true;
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LOG_INFO("AmbientSoundManager: Initialization complete");
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return true;
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}
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void AmbientSoundManager::shutdown() {
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emitters_.clear();
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activeSounds_.clear();
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initialized_ = false;
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}
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bool AmbientSoundManager::loadSound(const std::string& path, AmbientSample& sample, pipeline::AssetManager* assets) {
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sample.path = path;
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sample.loaded = false;
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try {
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sample.data = assets->readFile(path);
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if (!sample.data.empty()) {
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sample.loaded = true;
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return true;
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}
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} catch (const std::exception& e) {
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LOG_ERROR("AmbientSoundManager: Failed to load ", path, ": ", e.what());
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}
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return false;
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}
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void AmbientSoundManager::update(float deltaTime, const glm::vec3& cameraPos, bool isIndoor, bool isSwimming) {
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if (!initialized_) return;
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// Update all emitter systems
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updatePositionalEmitters(deltaTime, cameraPos);
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updatePeriodicSounds(deltaTime, isIndoor, isSwimming);
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updateWindAmbience(deltaTime, isIndoor);
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// Track indoor state changes
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wasIndoor_ = isIndoor;
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}
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void AmbientSoundManager::updatePositionalEmitters(float deltaTime, const glm::vec3& cameraPos) {
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// First pass: mark emitters as active/inactive based on distance
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int activeFireCount = 0;
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int activeWaterCount = 0;
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const int MAX_ACTIVE_FIRE = 5; // Max 5 fire sounds at once
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const int MAX_ACTIVE_WATER = 3; // Max 3 water sounds at once
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for (auto& emitter : emitters_) {
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float distance = glm::distance(emitter.position, cameraPos);
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// Determine max distance based on type
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float maxDist = MAX_AMBIENT_DISTANCE;
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bool isFire = false;
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bool isWater = false;
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if (emitter.type == AmbientType::FIREPLACE_SMALL ||
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emitter.type == AmbientType::FIREPLACE_LARGE ||
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emitter.type == AmbientType::TORCH) {
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maxDist = MAX_FIRE_DISTANCE;
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isFire = true;
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} else if (emitter.type == AmbientType::WATER_SURFACE ||
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emitter.type == AmbientType::RIVER ||
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emitter.type == AmbientType::WATERFALL) {
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maxDist = MAX_WATER_DISTANCE;
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isWater = true;
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}
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// Update active state based on distance AND limits
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bool withinRange = (distance < maxDist);
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if (isFire && withinRange && activeFireCount < MAX_ACTIVE_FIRE) {
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emitter.active = true;
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activeFireCount++;
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} else if (isWater && withinRange && activeWaterCount < MAX_ACTIVE_WATER) {
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emitter.active = true;
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activeWaterCount++;
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} else if (!isFire && !isWater && withinRange) {
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emitter.active = true; // Other types (fountain, etc)
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} else {
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emitter.active = false;
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}
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if (!emitter.active) continue;
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// Update play timer
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emitter.lastPlayTime += deltaTime;
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// Handle different emitter types
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switch (emitter.type) {
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case AmbientType::FIREPLACE_SMALL:
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if (emitter.lastPlayTime >= FIRE_LOOP_INTERVAL && !fireSoundsSmall_.empty() && fireSoundsSmall_[0].loaded) {
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float volume = FIRE_VOLUME * volumeScale_ * (1.0f - (distance / maxDist));
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AudioEngine::instance().playSound3D(fireSoundsSmall_[0].data, emitter.position, volume);
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emitter.lastPlayTime = 0.0f;
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}
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break;
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case AmbientType::FIREPLACE_LARGE:
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if (emitter.lastPlayTime >= FIRE_LOOP_INTERVAL && !fireSoundsLarge_.empty() && fireSoundsLarge_[0].loaded) {
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float volume = FIRE_VOLUME * volumeScale_ * (1.0f - (distance / maxDist));
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AudioEngine::instance().playSound3D(fireSoundsLarge_[0].data, emitter.position, volume);
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emitter.lastPlayTime = 0.0f;
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}
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break;
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case AmbientType::TORCH:
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if (emitter.lastPlayTime >= FIRE_LOOP_INTERVAL && !torchSounds_.empty() && torchSounds_[0].loaded) {
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float volume = FIRE_VOLUME * 0.7f * volumeScale_ * (1.0f - (distance / maxDist));
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AudioEngine::instance().playSound3D(torchSounds_[0].data, emitter.position, volume);
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emitter.lastPlayTime = 0.0f;
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}
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break;
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case AmbientType::WATER_SURFACE:
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if (emitter.lastPlayTime >= 5.0f && !waterSounds_.empty() && waterSounds_[0].loaded) {
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float volume = WATER_VOLUME * volumeScale_ * (1.0f - (distance / maxDist));
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AudioEngine::instance().playSound3D(waterSounds_[0].data, emitter.position, volume);
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emitter.lastPlayTime = 0.0f;
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}
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break;
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case AmbientType::RIVER:
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if (emitter.lastPlayTime >= 5.0f && !riverSounds_.empty() && riverSounds_[0].loaded) {
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float volume = WATER_VOLUME * volumeScale_ * (1.0f - (distance / maxDist));
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AudioEngine::instance().playSound3D(riverSounds_[0].data, emitter.position, volume);
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emitter.lastPlayTime = 0.0f;
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}
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break;
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case AmbientType::WATERFALL:
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if (emitter.lastPlayTime >= 4.0f && !waterfallSounds_.empty() && waterfallSounds_[0].loaded) {
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float volume = WATER_VOLUME * 1.2f * volumeScale_ * (1.0f - (distance / maxDist));
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AudioEngine::instance().playSound3D(waterfallSounds_[0].data, emitter.position, volume);
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emitter.lastPlayTime = 0.0f;
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}
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break;
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default:
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break;
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}
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}
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}
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void AmbientSoundManager::updatePeriodicSounds(float deltaTime, bool isIndoor, bool isSwimming) {
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// Only play outdoor periodic sounds when outdoors and not swimming/underwater
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if (isIndoor || isSwimming) return;
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// Bird sounds during daytime
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if (isDaytime()) {
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birdTimer_ += deltaTime;
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if (birdTimer_ >= randomFloat(BIRD_MIN_INTERVAL, BIRD_MAX_INTERVAL)) {
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// Play a random bird chirp (we'll use wind sound as placeholder for now)
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// TODO: Add actual bird sound files when available
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birdTimer_ = 0.0f;
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}
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}
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// Cricket sounds during nighttime
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if (isNighttime()) {
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cricketTimer_ += deltaTime;
|
||||
if (cricketTimer_ >= randomFloat(CRICKET_MIN_INTERVAL, CRICKET_MAX_INTERVAL)) {
|
||||
// Play cricket sounds
|
||||
// TODO: Add actual cricket sound files when available
|
||||
cricketTimer_ = 0.0f;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
void AmbientSoundManager::updateWindAmbience(float deltaTime, bool isIndoor) {
|
||||
// Always track indoor state for next frame
|
||||
bool stateChanged = (wasIndoor_ != isIndoor);
|
||||
|
||||
if (stateChanged) {
|
||||
LOG_INFO("Ambient: ", isIndoor ? "ENTERED BUILDING" : "EXITED TO OUTDOORS");
|
||||
windLoopTime_ = 99.0f; // Force immediate playback on next update
|
||||
}
|
||||
|
||||
wasIndoor_ = isIndoor;
|
||||
|
||||
// Indoor ambience (tavern sounds)
|
||||
if (isIndoor) {
|
||||
if (!tavernSounds_.empty() && tavernSounds_[0].loaded) {
|
||||
windLoopTime_ += deltaTime;
|
||||
if (windLoopTime_ >= 8.0f) {
|
||||
float volume = 0.8f * volumeScale_;
|
||||
bool success = AudioEngine::instance().playSound2D(tavernSounds_[0].data, volume, 1.0f);
|
||||
LOG_INFO("Playing tavern ambience: ", success ? "OK" : "FAILED", " (vol=", volume, ")");
|
||||
windLoopTime_ = 0.0f;
|
||||
}
|
||||
} else {
|
||||
LOG_WARNING("Cannot play tavern: empty=", tavernSounds_.empty(),
|
||||
" loaded=", (!tavernSounds_.empty() && tavernSounds_[0].loaded));
|
||||
}
|
||||
}
|
||||
// Outdoor wind ambience
|
||||
else {
|
||||
if (!windSounds_.empty() && windSounds_[0].loaded) {
|
||||
windLoopTime_ += deltaTime;
|
||||
if (windLoopTime_ >= 30.0f) {
|
||||
float volume = 0.2f * volumeScale_;
|
||||
bool success = AudioEngine::instance().playSound2D(windSounds_[0].data, volume, 1.0f);
|
||||
LOG_INFO("Playing outdoor ambience: ", success ? "OK" : "FAILED", " (vol=", volume, ")");
|
||||
windLoopTime_ = 0.0f;
|
||||
}
|
||||
} else {
|
||||
LOG_WARNING("Cannot play outdoor: empty=", windSounds_.empty(),
|
||||
" loaded=", (!windSounds_.empty() && windSounds_[0].loaded));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
uint64_t AmbientSoundManager::addEmitter(const glm::vec3& position, AmbientType type) {
|
||||
AmbientEmitter emitter;
|
||||
emitter.id = nextEmitterId_++;
|
||||
emitter.type = type;
|
||||
emitter.position = position;
|
||||
emitter.active = false;
|
||||
emitter.lastPlayTime = randomFloat(0.0f, 2.0f); // Random initial offset
|
||||
emitter.loopInterval = FIRE_LOOP_INTERVAL;
|
||||
|
||||
emitters_.push_back(emitter);
|
||||
return emitter.id;
|
||||
}
|
||||
|
||||
void AmbientSoundManager::removeEmitter(uint64_t id) {
|
||||
emitters_.erase(
|
||||
std::remove_if(emitters_.begin(), emitters_.end(),
|
||||
[id](const AmbientEmitter& e) { return e.id == id; }),
|
||||
emitters_.end()
|
||||
);
|
||||
}
|
||||
|
||||
void AmbientSoundManager::clearEmitters() {
|
||||
emitters_.clear();
|
||||
}
|
||||
|
||||
void AmbientSoundManager::setGameTime(float hours) {
|
||||
gameTimeHours_ = std::fmod(hours, 24.0f);
|
||||
if (gameTimeHours_ < 0.0f) gameTimeHours_ += 24.0f;
|
||||
}
|
||||
|
||||
void AmbientSoundManager::setVolumeScale(float scale) {
|
||||
volumeScale_ = std::max(0.0f, std::min(1.0f, scale));
|
||||
}
|
||||
|
||||
} // namespace audio
|
||||
} // namespace wowee
|
||||
|
|
@ -136,7 +136,7 @@ bool AudioEngine::playSound2D(const std::vector<uint8_t>& wavData, float volume,
|
|||
);
|
||||
|
||||
if (result != MA_SUCCESS) {
|
||||
LOG_WARNING("Failed to decode WAV data: ", result);
|
||||
LOG_ERROR("AudioEngine: Failed to decode WAV data (", wavData.size(), " bytes): error ", result);
|
||||
return false;
|
||||
}
|
||||
|
||||
|
|
@ -152,8 +152,8 @@ bool AudioEngine::playSound2D(const std::vector<uint8_t>& wavData, float volume,
|
|||
totalFrames = 0; // Unknown length, will decode what we can
|
||||
}
|
||||
|
||||
// Allocate buffer for decoded PCM data (limit to 5 seconds max to prevent huge allocations)
|
||||
ma_uint64 maxFrames = sampleRate * 5;
|
||||
// Allocate buffer for decoded PCM data (limit to 60 seconds max for ambient loops)
|
||||
ma_uint64 maxFrames = sampleRate * 60;
|
||||
if (totalFrames == 0 || totalFrames > maxFrames) {
|
||||
totalFrames = maxFrames;
|
||||
}
|
||||
|
|
@ -167,10 +167,15 @@ bool AudioEngine::playSound2D(const std::vector<uint8_t>& wavData, float volume,
|
|||
ma_decoder_uninit(&decoder);
|
||||
|
||||
if (result != MA_SUCCESS || framesRead == 0) {
|
||||
LOG_WARNING("Failed to read any frames from WAV: ", result);
|
||||
LOG_ERROR("AudioEngine: Failed to read frames from WAV: error ", result, ", framesRead=", framesRead);
|
||||
return false;
|
||||
}
|
||||
|
||||
// Only log for large files (>1MB)
|
||||
if (wavData.size() > 1000000) {
|
||||
LOG_INFO("AudioEngine: Decoded ", framesRead, " frames (", framesRead / (float)sampleRate, "s) from ", wavData.size(), " byte WAV");
|
||||
}
|
||||
|
||||
// Resize pcmData to actual size used
|
||||
pcmData.resize(framesRead * channels * ma_get_bytes_per_sample(format));
|
||||
|
||||
|
|
@ -270,7 +275,8 @@ bool AudioEngine::playSound3D(const std::vector<uint8_t>& wavData, const glm::ve
|
|||
totalFrames = 0;
|
||||
}
|
||||
|
||||
ma_uint64 maxFrames = sampleRate * 5;
|
||||
// Limit to 60 seconds max for ambient loops (same as 2D)
|
||||
ma_uint64 maxFrames = sampleRate * 60;
|
||||
if (totalFrames == 0 || totalFrames > maxFrames) {
|
||||
totalFrames = maxFrames;
|
||||
}
|
||||
|
|
|
|||
|
|
@ -119,6 +119,21 @@ void MusicManager::setVolume(int volume) {
|
|||
|
||||
// Update AudioEngine music volume directly (no restart needed!)
|
||||
float vol = volumePercent / 100.0f;
|
||||
if (underwaterMode) {
|
||||
vol *= 0.3f; // 30% volume underwater
|
||||
}
|
||||
AudioEngine::instance().setMusicVolume(vol);
|
||||
}
|
||||
|
||||
void MusicManager::setUnderwaterMode(bool underwater) {
|
||||
if (underwaterMode == underwater) return;
|
||||
underwaterMode = underwater;
|
||||
|
||||
// Apply volume change immediately
|
||||
float vol = volumePercent / 100.0f;
|
||||
if (underwaterMode) {
|
||||
vol *= 0.3f; // Fade to 30% underwater
|
||||
}
|
||||
AudioEngine::instance().setMusicVolume(vol);
|
||||
}
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue