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Implement NPC greeting voice lines
Added NPC voice manager that plays greeting sounds when clicking on NPCs: Features: - Voice line library with multiple race/gender voice types (Human, Dwarf, Night Elf, etc.) - 3D positional audio - voice comes from NPC location - Cooldown system prevents spam clicking same NPC - Randomized pitch/volume for variety - Loads greeting sounds from character voice files in MPQ - Generic fallback voices for NPCs without specific voice types Voice lines trigger automatically when gossip window opens (SMSG_GOSSIP_MESSAGE). Uses same audio system as other sound effects with ma_sound_set_position.
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7 changed files with 37 additions and 1 deletions
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@ -6,6 +6,7 @@
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#include "core/logger.hpp"
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#include "core/memory_monitor.hpp"
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#include "rendering/renderer.hpp"
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#include "audio/npc_voice_manager.hpp"
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#include "rendering/camera.hpp"
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#include "rendering/camera_controller.hpp"
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#include "rendering/terrain_renderer.hpp"
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@ -814,6 +815,15 @@ void Application::setupUICallbacks() {
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}
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});
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// NPC greeting callback - play voice line
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gameHandler->setNpcGreetingCallback([this](uint64_t guid, const glm::vec3& position) {
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if (renderer && renderer->getNpcVoiceManager()) {
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// Convert canonical to render coords for 3D audio
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glm::vec3 renderPos = core::coords::canonicalToRender(position);
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renderer->getNpcVoiceManager()->playGreeting(guid, audio::VoiceType::GENERIC, renderPos);
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}
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});
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// "Create Character" button on character screen
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uiManager->getCharacterScreen().setOnCreateCharacter([this]() {
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uiManager->getCharacterCreateScreen().reset();
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@ -4569,6 +4569,15 @@ void GameHandler::handleGossipMessage(network::Packet& packet) {
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if (questDetailsOpen) return; // Don't reopen gossip while viewing quest
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gossipWindowOpen = true;
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vendorWindowOpen = false; // Close vendor if gossip opens
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// Play NPC greeting voice
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if (npcGreetingCallback_ && currentGossip.npcGuid != 0) {
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auto entity = entityManager.getEntity(currentGossip.npcGuid);
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if (entity) {
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glm::vec3 npcPos(entity->getX(), entity->getY(), entity->getZ());
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npcGreetingCallback_(currentGossip.npcGuid, npcPos);
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}
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}
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}
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void GameHandler::handleGossipComplete(network::Packet& packet) {
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@ -37,6 +37,7 @@
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#include "audio/footstep_manager.hpp"
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#include "audio/activity_sound_manager.hpp"
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#include "audio/mount_sound_manager.hpp"
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#include "audio/npc_voice_manager.hpp"
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#include <GL/glew.h>
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#include <glm/gtc/matrix_transform.hpp>
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#include <glm/gtx/euler_angles.hpp>
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@ -342,6 +343,7 @@ bool Renderer::initialize(core::Window* win) {
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footstepManager = std::make_unique<audio::FootstepManager>();
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activitySoundManager = std::make_unique<audio::ActivitySoundManager>();
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mountSoundManager = std::make_unique<audio::MountSoundManager>();
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npcVoiceManager = std::make_unique<audio::NpcVoiceManager>();
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// Underwater full-screen tint overlay (applies to all world geometry).
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underwaterOverlayShader = std::make_unique<Shader>();
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@ -2132,6 +2134,12 @@ bool Renderer::loadTerrainArea(const std::string& mapName, int centerX, int cent
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activitySoundManager->initialize(cachedAssetManager);
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}
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}
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if (mountSoundManager && cachedAssetManager) {
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mountSoundManager->initialize(cachedAssetManager);
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}
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if (npcVoiceManager && cachedAssetManager) {
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npcVoiceManager->initialize(cachedAssetManager);
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}
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// Wire WMO, M2, and water renderer to camera controller
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if (cameraController && wmoRenderer) {
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