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

@ -860,9 +860,6 @@ uint32_t CharacterRenderer::createInstance(uint32_t modelId, const glm::vec3& po
instance.boneMatrices.resize(std::max(static_cast<size_t>(1), model.bones.size()), glm::mat4(1.0f));
instances[instance.id] = instance;
core::Logger::getInstance().info("Created character instance ", instance.id, " from model ", modelId);
return instance.id;
}
@ -1253,9 +1250,6 @@ void CharacterRenderer::render(const Camera& camera, const glm::mat4& view, cons
gpuModel.textureIds.size(), " textures loaded, ",
gpuModel.data.textureLookup.size(), " in lookup table");
for (size_t t = 0; t < gpuModel.data.textures.size(); t++) {
LOG_INFO(" Texture[", t, "]: type=", gpuModel.data.textures[t].type,
" file=", gpuModel.data.textures[t].filename,
" glId=", (t < gpuModel.textureIds.size() ? std::to_string(gpuModel.textureIds[t]) : "N/A"));
}
}