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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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@ -65,8 +65,6 @@ ADTTerrain ADTLoader::load(const std::vector<uint8_t>& adtData) {
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// Log first few chunks for debugging
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char magic[5] = {0};
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std::memcpy(magic, &header.magic, 4);
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LOG_INFO("Chunk #", totalChunks, ": magic=", magic,
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" (0x", std::hex, header.magic, std::dec, "), size=", chunkSize);
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}
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// Parse based on chunk type
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@ -101,10 +99,6 @@ ADTTerrain ADTLoader::load(const std::vector<uint8_t>& adtData) {
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}
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terrain.loaded = true;
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LOG_INFO("ADT loaded: ", chunkIndex, " map chunks, ",
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terrain.textures.size(), " textures, ",
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terrain.doodadNames.size(), " doodads, ",
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terrain.wmoNames.size(), " WMOs");
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return terrain;
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}
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@ -211,7 +205,6 @@ void ADTLoader::parseMWMO(const uint8_t* data, size_t size, ADTTerrain& terrain)
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LOG_DEBUG("Loaded ", terrain.wmoNames.size(), " WMO names");
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for (size_t i = 0; i < terrain.wmoNames.size(); i++) {
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LOG_INFO(" WMO[", i, "]: ", terrain.wmoNames[i]);
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}
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}
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