feat(editor): add --info-project-audio cross-zone audio rollup

Project-wide companion to --info-zone-audio. Walks every zone in
<projectDir>, reads the audio fields, emits a per-zone yes/no
table for music + ambience plus the volume sliders. Counts how
many zones have music and how many have any ambience set so the
header tells you at a glance how much audio work remains.

Useful for spotting zones still missing audio assignment before a
release pass — rather than opening each zone in the editor to
check.

Verified: 2-zone project where only A has audio configured →
header reports "with music: 1, with ambience: 1" and the per-zone
table shows A=yes/yes, B=no/no.
This commit is contained in:
Kelsi 2026-05-07 13:27:16 -07:00
parent d1138e283c
commit ddea06a0e4

View file

@ -575,6 +575,8 @@ static void printUsage(const char* argv0) {
std::printf(" Generate random items.json entries (seeded; quality cap defaults to epic=4)\n");
std::printf(" --info-zone-audio <zoneDir> [--json]\n");
std::printf(" Print zone audio config (music + ambience tracks, volumes)\n");
std::printf(" --info-project-audio <projectDir> [--json]\n");
std::printf(" Audio config table across every zone (which zones have music/ambience set)\n");
std::printf(" --snap-zone-to-ground <zoneDir>\n");
std::printf(" Re-snap every creature/object in a zone to actual terrain height\n");
std::printf(" --list-items <zoneDir> [--json]\n");
@ -1025,6 +1027,7 @@ int main(int argc, char* argv[]) {
"--add-creature", "--add-object", "--add-quest", "--add-item",
"--random-populate-zone", "--random-populate-items",
"--info-zone-audio", "--snap-zone-to-ground",
"--info-project-audio",
"--list-items", "--info-item", "--set-item", "--export-zone-items-md",
"--export-project-items-md", "--export-project-items-csv",
"--add-quest-objective", "--add-quest-reward-item", "--set-quest-reward",
@ -13458,6 +13461,94 @@ int main(int argc, char* argv[]) {
std::printf(" music vol : %.2f\n", zm.musicVolume);
std::printf(" ambience vol : %.2f\n", zm.ambienceVolume);
return 0;
} else if (std::strcmp(argv[i], "--info-project-audio") == 0 && i + 1 < argc) {
// Project-wide audio rollup. Walks every zone in
// <projectDir>, reads the audio fields out of zone.json,
// emits a table showing which zones have music/ambience
// configured. Useful for spotting zones still missing
// audio assignment before a release pass.
std::string projectDir = argv[++i];
bool jsonOut = (i + 1 < argc &&
std::strcmp(argv[i + 1], "--json") == 0);
if (jsonOut) i++;
namespace fs = std::filesystem;
if (!fs::exists(projectDir) || !fs::is_directory(projectDir)) {
std::fprintf(stderr,
"info-project-audio: %s is not a directory\n",
projectDir.c_str());
return 1;
}
std::vector<std::string> zones;
for (const auto& entry : fs::directory_iterator(projectDir)) {
if (!entry.is_directory()) continue;
if (!fs::exists(entry.path() / "zone.json")) continue;
zones.push_back(entry.path().string());
}
std::sort(zones.begin(), zones.end());
struct Row {
std::string name;
std::string music;
std::string ambDay;
std::string ambNight;
float musicVol, ambVol;
};
std::vector<Row> rows;
int withMusic = 0, withAmbience = 0;
for (const auto& zoneDir : zones) {
wowee::editor::ZoneManifest zm;
if (!zm.load(zoneDir + "/zone.json")) continue;
Row r;
r.name = fs::path(zoneDir).filename().string();
r.music = zm.musicTrack;
r.ambDay = zm.ambienceDay;
r.ambNight = zm.ambienceNight;
r.musicVol = zm.musicVolume;
r.ambVol = zm.ambienceVolume;
if (!r.music.empty()) withMusic++;
if (!r.ambDay.empty() || !r.ambNight.empty()) withAmbience++;
rows.push_back(r);
}
if (jsonOut) {
nlohmann::json j;
j["project"] = projectDir;
j["zoneCount"] = zones.size();
j["withMusic"] = withMusic;
j["withAmbience"] = withAmbience;
nlohmann::json arr = nlohmann::json::array();
for (const auto& r : rows) {
arr.push_back({{"name", r.name},
{"music", r.music},
{"ambienceDay", r.ambDay},
{"ambienceNight", r.ambNight},
{"musicVolume", r.musicVol},
{"ambienceVolume", r.ambVol}});
}
j["zones"] = arr;
std::printf("%s\n", j.dump(2).c_str());
return 0;
}
std::printf("Project audio: %s\n", projectDir.c_str());
std::printf(" zones : %zu\n", zones.size());
std::printf(" with music : %d\n", withMusic);
std::printf(" with ambience : %d\n", withAmbience);
std::printf("\n zone music? ambience? m-vol a-vol\n");
auto label = [](const std::string& s) {
if (s.empty()) return "(none)";
auto sl = s.rfind('\\');
if (sl == std::string::npos) sl = s.rfind('/');
return sl == std::string::npos ? s.c_str()
: s.c_str() + sl + 1;
};
for (const auto& r : rows) {
std::string ambLabel = !r.ambDay.empty() ? r.ambDay :
!r.ambNight.empty() ? r.ambNight : "";
std::printf(" %-22s %-6s %-9s %5.2f %5.2f\n",
r.name.substr(0, 22).c_str(),
r.music.empty() ? "no" : "yes",
ambLabel.empty() ? "no" : "yes",
r.musicVol, r.ambVol);
}
return 0;
} else if (std::strcmp(argv[i], "--snap-zone-to-ground") == 0 && i + 1 < argc) {
// Walk every creature + object in a zone and snap their Z
// to the actual terrain height. Useful after terrain edits