Fix minimap mute behavior and shallow-water swim trigger

This commit is contained in:
Kelsi 2026-02-19 02:46:52 -08:00
parent dddd2a71ca
commit e778e21f6f
3 changed files with 121 additions and 29 deletions

View file

@ -223,6 +223,7 @@ void ActivitySoundManager::rebuildHardLandClipsForProfile(const std::string& rac
bool ActivitySoundManager::playOneShot(const std::vector<Sample>& clips, float volume, float pitchLo, float pitchHi) {
if (clips.empty()) return false;
if (volumeScale <= 0.0001f || volume <= 0.0001f) return true; // Intentionally muted
reapProcesses();
if (oneShotPid != INVALID_PROCESS) return false;
@ -236,7 +237,7 @@ bool ActivitySoundManager::playOneShot(const std::vector<Sample>& clips, float v
std::uniform_real_distribution<float> pitchDist(pitchLo, pitchHi);
float pitch = pitchDist(rng);
volume *= volumeScale;
if (volume < 0.1f) volume = 0.1f;
if (volume <= 0.0001f) return true; // Intentionally muted
if (volume > 1.2f) volume = 1.2f;
std::string filter = "asetrate=44100*" + std::to_string(pitch) +
",aresample=44100,volume=" + std::to_string(volume);

View file

@ -369,14 +369,42 @@ void CameraController::update(float deltaTime) {
}
if (!externalFollow_) {
// Check for water at current position — simple submersion test.
// If the player's feet are meaningfully below the water surface, swim.
// Enter swim only when water is deep enough (waist-deep+),
// not for shallow wading.
std::optional<float> waterH;
if (waterRenderer) {
waterH = waterRenderer->getWaterHeightAt(targetPos.x, targetPos.y);
}
bool inWater = waterH && (targetPos.z < (*waterH - 0.3f));
// Keep swimming through water-data gaps (chunk boundaries).
constexpr float MAX_SWIM_DEPTH_FROM_SURFACE = 12.0f;
constexpr float MIN_SWIM_WATER_DEPTH = 1.0f;
bool inWater = false;
if (waterH && targetPos.z < *waterH) {
std::optional<uint16_t> waterType;
if (waterRenderer) {
waterType = waterRenderer->getWaterTypeAt(targetPos.x, targetPos.y);
}
bool isOcean = false;
if (waterType && *waterType != 0) {
isOcean = (((*waterType - 1) % 4) == 1);
}
bool depthAllowed = isOcean || ((*waterH - targetPos.z) <= MAX_SWIM_DEPTH_FROM_SURFACE);
if (depthAllowed) {
std::optional<float> terrainH;
std::optional<float> wmoH;
std::optional<float> m2H;
if (terrainManager) terrainH = terrainManager->getHeightAt(targetPos.x, targetPos.y);
if (wmoRenderer) wmoH = wmoRenderer->getFloorHeight(targetPos.x, targetPos.y, targetPos.z + 2.0f);
if (m2Renderer) m2H = m2Renderer->getFloorHeight(targetPos.x, targetPos.y, targetPos.z + 1.0f);
auto floorH = selectHighestFloor(terrainH, wmoH, m2H);
// Prefer measured depth from floor; if floor sample is missing,
// fall back to feet-to-surface depth.
float depthFromFeet = (*waterH - targetPos.z);
inWater = (floorH && ((*waterH - *floorH) >= MIN_SWIM_WATER_DEPTH)) ||
(!floorH && (depthFromFeet >= MIN_SWIM_WATER_DEPTH));
}
}
// Keep swimming through water-data gaps at chunk boundaries.
if (!inWater && swimming && !waterH) {
inWater = true;
}
@ -1122,7 +1150,7 @@ void CameraController::update(float deltaTime) {
if (wmoRenderer) wmoH = wmoRenderer->getFloorHeight(newPos.x, newPos.y, feetZ + 2.0f);
if (m2Renderer && !externalFollow_) m2H = m2Renderer->getFloorHeight(newPos.x, newPos.y, feetZ + 1.0f);
auto floorH = selectHighestFloor(terrainH, wmoH, m2H);
constexpr float MIN_SWIM_WATER_DEPTH = 1.8f;
constexpr float MIN_SWIM_WATER_DEPTH = 1.0f;
inWater = (floorH && ((*waterH - *floorH) >= MIN_SWIM_WATER_DEPTH)) || (isOcean && !floorH);
}
}

View file

@ -220,7 +220,8 @@ void GameScreen::render(game::GameHandler& gameHandler) {
if (!volumeSettingsApplied_) {
auto* renderer = core::Application::getInstance().getRenderer();
if (renderer && renderer->getUiSoundManager()) {
float masterScale = static_cast<float>(pendingMasterVolume) / 100.0f;
float masterScale = soundMuted_ ? 0.0f : static_cast<float>(pendingMasterVolume) / 100.0f;
audio::AudioEngine::instance().setMasterVolume(soundMuted_ ? 0.0f : masterScale);
if (auto* music = renderer->getMusicManager()) {
music->setVolume(static_cast<int>(pendingMusicVolume * masterScale));
}
@ -5690,7 +5691,8 @@ void GameScreen::renderSettingsWindow() {
// Helper lambda to apply audio settings
auto applyAudioSettings = [&]() {
if (!renderer) return;
float masterScale = static_cast<float>(pendingMasterVolume) / 100.0f;
float masterScale = soundMuted_ ? 0.0f : static_cast<float>(pendingMasterVolume) / 100.0f;
audio::AudioEngine::instance().setMasterVolume(soundMuted_ ? 0.0f : masterScale);
if (auto* music = renderer->getMusicManager()) {
music->setVolume(static_cast<int>(pendingMusicVolume * masterScale));
}
@ -6193,33 +6195,94 @@ void GameScreen::renderMinimapMarkers(game::GameHandler& gameHandler) {
IM_COL32(0, 0, 0, 255), marker);
}
// Add zoom + mute buttons at the bottom edge of the minimap
ImGui::SetNextWindowPos(ImVec2(centerX - 45, centerY + mapRadius - 30), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(90, 24), ImGuiCond_Always);
auto applyMuteState = [&]() {
auto* activeRenderer = core::Application::getInstance().getRenderer();
float masterScale = soundMuted_ ? 0.0f : static_cast<float>(pendingMasterVolume) / 100.0f;
audio::AudioEngine::instance().setMasterVolume(masterScale);
if (!activeRenderer) return;
if (auto* music = activeRenderer->getMusicManager()) {
music->setVolume(static_cast<int>(pendingMusicVolume * masterScale));
}
if (auto* ambient = activeRenderer->getAmbientSoundManager()) {
ambient->setVolumeScale(pendingAmbientVolume / 100.0f * masterScale);
}
if (auto* ui = activeRenderer->getUiSoundManager()) {
ui->setVolumeScale(pendingUiVolume / 100.0f * masterScale);
}
if (auto* combat = activeRenderer->getCombatSoundManager()) {
combat->setVolumeScale(pendingCombatVolume / 100.0f * masterScale);
}
if (auto* spell = activeRenderer->getSpellSoundManager()) {
spell->setVolumeScale(pendingSpellVolume / 100.0f * masterScale);
}
if (auto* movement = activeRenderer->getMovementSoundManager()) {
movement->setVolumeScale(pendingMovementVolume / 100.0f * masterScale);
}
if (auto* footstep = activeRenderer->getFootstepManager()) {
footstep->setVolumeScale(pendingFootstepVolume / 100.0f * masterScale);
}
if (auto* npcVoice = activeRenderer->getNpcVoiceManager()) {
npcVoice->setVolumeScale(pendingNpcVoiceVolume / 100.0f * masterScale);
}
if (auto* mount = activeRenderer->getMountSoundManager()) {
mount->setVolumeScale(pendingMountVolume / 100.0f * masterScale);
}
if (auto* activity = activeRenderer->getActivitySoundManager()) {
activity->setVolumeScale(pendingActivityVolume / 100.0f * masterScale);
}
};
// Speaker mute button at the minimap top-right corner
ImGui::SetNextWindowPos(ImVec2(centerX + mapRadius - 26.0f, centerY - mapRadius + 4.0f), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(22.0f, 22.0f), ImGuiCond_Always);
ImGuiWindowFlags muteFlags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar |
ImGuiWindowFlags_NoBackground;
if (ImGui::Begin("##MinimapMute", nullptr, muteFlags)) {
ImDrawList* draw = ImGui::GetWindowDrawList();
ImVec2 p = ImGui::GetCursorScreenPos();
ImVec2 size(20.0f, 20.0f);
if (ImGui::InvisibleButton("##MinimapMuteButton", size)) {
soundMuted_ = !soundMuted_;
if (soundMuted_) {
preMuteVolume_ = audio::AudioEngine::instance().getMasterVolume();
}
applyMuteState();
saveSettings();
}
bool hovered = ImGui::IsItemHovered();
ImU32 bg = soundMuted_ ? IM_COL32(135, 42, 42, 230) : IM_COL32(38, 38, 38, 210);
if (hovered) bg = soundMuted_ ? IM_COL32(160, 58, 58, 230) : IM_COL32(65, 65, 65, 220);
ImU32 fg = IM_COL32(255, 255, 255, 245);
draw->AddRectFilled(p, ImVec2(p.x + size.x, p.y + size.y), bg, 4.0f);
draw->AddRect(ImVec2(p.x + 0.5f, p.y + 0.5f), ImVec2(p.x + size.x - 0.5f, p.y + size.y - 0.5f),
IM_COL32(255, 255, 255, 42), 4.0f);
draw->AddRectFilled(ImVec2(p.x + 4.0f, p.y + 8.0f), ImVec2(p.x + 7.0f, p.y + 12.0f), fg, 1.0f);
draw->AddTriangleFilled(ImVec2(p.x + 7.0f, p.y + 7.0f),
ImVec2(p.x + 7.0f, p.y + 13.0f),
ImVec2(p.x + 11.8f, p.y + 10.0f), fg);
if (soundMuted_) {
draw->AddLine(ImVec2(p.x + 13.5f, p.y + 6.2f), ImVec2(p.x + 17.2f, p.y + 13.8f), fg, 1.8f);
draw->AddLine(ImVec2(p.x + 17.2f, p.y + 6.2f), ImVec2(p.x + 13.5f, p.y + 13.8f), fg, 1.8f);
} else {
draw->PathArcTo(ImVec2(p.x + 11.8f, p.y + 10.0f), 3.6f, -0.7f, 0.7f, 12);
draw->PathStroke(fg, 0, 1.4f);
draw->PathArcTo(ImVec2(p.x + 11.8f, p.y + 10.0f), 5.5f, -0.7f, 0.7f, 12);
draw->PathStroke(fg, 0, 1.2f);
}
if (hovered) ImGui::SetTooltip(soundMuted_ ? "Unmute" : "Mute");
}
ImGui::End();
// Zoom buttons at the bottom edge of the minimap
ImGui::SetNextWindowPos(ImVec2(centerX - 22, centerY + mapRadius - 30), ImGuiCond_Always);
ImGui::SetNextWindowSize(ImVec2(44, 24), ImGuiCond_Always);
ImGuiWindowFlags zoomFlags = ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize |
ImGuiWindowFlags_NoMove | ImGuiWindowFlags_NoScrollbar |
ImGuiWindowFlags_NoBackground;
if (ImGui::Begin("##MinimapZoom", nullptr, zoomFlags)) {
ImGui::PushStyleVar(ImGuiStyleVar_FramePadding, ImVec2(2, 2));
ImGui::PushStyleVar(ImGuiStyleVar_ItemSpacing, ImVec2(2, 0));
// Mute toggle button: red tint when muted
if (soundMuted_) ImGui::PushStyleColor(ImGuiCol_Button, ImVec4(0.7f, 0.15f, 0.15f, 0.9f));
if (ImGui::SmallButton(soundMuted_ ? "[M]" : " M ")) {
soundMuted_ = !soundMuted_;
auto& engine = audio::AudioEngine::instance();
if (soundMuted_) {
preMuteVolume_ = engine.getMasterVolume();
engine.setMasterVolume(0.0f);
} else {
engine.setMasterVolume(preMuteVolume_);
}
saveSettings();
}
if (soundMuted_) ImGui::PopStyleColor();
if (ImGui::IsItemHovered()) ImGui::SetTooltip(soundMuted_ ? "Unmute" : "Mute");
ImGui::SameLine();
if (ImGui::SmallButton("-")) {
if (minimap) minimap->zoomOut();
}