Add comprehensive spell sound manager with 35+ magic sounds

Implemented complete spell casting audio system with all magic schools:

Magic schools supported:
- Fire: Precast (Low/Medium/High), Cast, Fireball impacts
- Frost: Precast (Low/Medium/High), Cast, Blizzard impacts
- Holy: Precast (Low/Medium/High), Cast, Holy impacts (4 levels)
- Nature: Precast (Low/Medium/High), Cast
- Shadow: Precast (Low/Medium/High), Cast
- Arcane: Precast, Arcane Missile impacts
- Physical: Non-magical abilities

Spell phases:
- Precast: Channeling/preparation sounds (before cast)
- Cast: Spell release sounds (when spell fires)
- Impact: Spell hit sounds (when spell hits target)

Power levels:
- Low: Weak spells, low level abilities
- Medium: Standard power spells
- High: Powerful high-level spells

Sound coverage (35+ sounds):
- 16 precast sounds (Fire/Frost/Holy/Nature/Shadow × Low/Med/High + Arcane)
- 5 cast sounds (one per school)
- 16 impact sounds (Fireball ×3, Blizzard ×6, Holy ×4, Arcane Missile ×3)

Technical details:
- Loads 35+ sound files from Sound\Spells directory
- Simple API: playPrecast(school, power), playCast(school), playImpact(school, power)
- Convenience methods: playFireball(), playFrostbolt(), playHeal(), etc.
- Random variation selection for impacts
- Volume at 0.75 with global scale control
- Ready for integration with spell casting system

Usage examples:
```cpp
// Full spell sequence
spellSoundManager->playPrecast(MagicSchool::FIRE, SpellPower::HIGH);
// ... cast time ...
spellSoundManager->playCast(MagicSchool::FIRE);
// ... projectile travel ...
spellSoundManager->playImpact(MagicSchool::FIRE, SpellPower::HIGH);

// Convenience methods
spellSoundManager->playFireball();
spellSoundManager->playHeal();
```

This adds essential magic feedback for spell casting gameplay!
This commit is contained in:
Kelsi 2026-02-09 16:45:30 -08:00
parent 3a3e9f3c79
commit f1e7f75141
3 changed files with 402 additions and 0 deletions

View file

@ -108,6 +108,7 @@ set(WOWEE_SOURCES
src/audio/ambient_sound_manager.cpp
src/audio/ui_sound_manager.cpp
src/audio/combat_sound_manager.cpp
src/audio/spell_sound_manager.cpp
# Pipeline (asset loaders)
src/pipeline/mpq_manager.cpp

View file

@ -0,0 +1,106 @@
#pragma once
#include <vector>
#include <memory>
#include <string>
#include <cstdint>
namespace wowee {
namespace pipeline {
class AssetManager;
}
namespace audio {
class SpellSoundManager {
public:
SpellSoundManager() = default;
~SpellSoundManager() = default;
// Initialization
bool initialize(pipeline::AssetManager* assets);
void shutdown();
// Volume control
void setVolumeScale(float scale);
// Magic school types
enum class MagicSchool {
FIRE,
FROST,
HOLY,
NATURE,
SHADOW,
ARCANE,
PHYSICAL // Non-magical abilities
};
// Spell power level
enum class SpellPower {
LOW, // Weak spells, low level
MEDIUM, // Standard spells
HIGH // Powerful spells
};
// Spell casting sounds
void playPrecast(MagicSchool school, SpellPower power); // Channeling/preparation
void playCast(MagicSchool school); // When spell fires
void playImpact(MagicSchool school, SpellPower power); // When spell hits target
// Specific spell sounds
void playFireball();
void playFrostbolt();
void playLightningBolt();
void playHeal();
void playShadowBolt();
private:
struct SpellSample {
std::string path;
std::vector<uint8_t> data;
bool loaded;
};
// Precast sound libraries (channeling)
std::vector<SpellSample> precastFireLowSounds_;
std::vector<SpellSample> precastFireMediumSounds_;
std::vector<SpellSample> precastFireHighSounds_;
std::vector<SpellSample> precastFrostLowSounds_;
std::vector<SpellSample> precastFrostMediumSounds_;
std::vector<SpellSample> precastFrostHighSounds_;
std::vector<SpellSample> precastHolyLowSounds_;
std::vector<SpellSample> precastHolyMediumSounds_;
std::vector<SpellSample> precastHolyHighSounds_;
std::vector<SpellSample> precastNatureLowSounds_;
std::vector<SpellSample> precastNatureMediumSounds_;
std::vector<SpellSample> precastNatureHighSounds_;
std::vector<SpellSample> precastShadowLowSounds_;
std::vector<SpellSample> precastShadowMediumSounds_;
std::vector<SpellSample> precastShadowHighSounds_;
std::vector<SpellSample> precastArcaneSounds_;
// Cast sound libraries (spell release)
std::vector<SpellSample> castFireSounds_;
std::vector<SpellSample> castFrostSounds_;
std::vector<SpellSample> castHolySounds_;
std::vector<SpellSample> castNatureSounds_;
std::vector<SpellSample> castShadowSounds_;
// Impact sound libraries (spell hits)
std::vector<SpellSample> impactFireballSounds_;
std::vector<SpellSample> impactBlizzardSounds_;
std::vector<SpellSample> impactHolySounds_;
std::vector<SpellSample> impactArcaneMissileSounds_;
// State tracking
float volumeScale_ = 1.0f;
bool initialized_ = false;
// Helper methods
bool loadSound(const std::string& path, SpellSample& sample, pipeline::AssetManager* assets);
void playSound(const std::vector<SpellSample>& library, float volumeMultiplier = 1.0f);
void playRandomSound(const std::vector<SpellSample>& library, float volumeMultiplier = 1.0f);
};
} // namespace audio
} // namespace wowee

View file

@ -0,0 +1,295 @@
#include "audio/spell_sound_manager.hpp"
#include "audio/audio_engine.hpp"
#include "pipeline/asset_manager.hpp"
#include "core/logger.hpp"
#include <random>
namespace wowee {
namespace audio {
namespace {
std::random_device rd;
std::mt19937 gen(rd());
}
bool SpellSoundManager::initialize(pipeline::AssetManager* assets) {
if (!assets) {
LOG_ERROR("SpellSoundManager: AssetManager is null");
return false;
}
LOG_INFO("SpellSoundManager: Initializing...");
// Load Fire precast sounds
precastFireLowSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFireLow.wav", precastFireLowSounds_[0], assets);
precastFireMediumSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFireMedium.wav", precastFireMediumSounds_[0], assets);
precastFireHighSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFireHigh.wav", precastFireHighSounds_[0], assets);
// Load Frost precast sounds
precastFrostLowSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFrostMagicLow.wav", precastFrostLowSounds_[0], assets);
precastFrostMediumSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFrostMagicMedium.wav", precastFrostMediumSounds_[0], assets);
precastFrostHighSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastFrostMagicHigh.wav", precastFrostHighSounds_[0], assets);
// Load Holy precast sounds
precastHolyLowSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastHolyMagicLow.wav", precastHolyLowSounds_[0], assets);
precastHolyMediumSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastHolyMagicMedium.wav", precastHolyMediumSounds_[0], assets);
precastHolyHighSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastHolyMagicHigh.wav", precastHolyHighSounds_[0], assets);
// Load Nature precast sounds
precastNatureLowSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastNatureMagicLow.wav", precastNatureLowSounds_[0], assets);
precastNatureMediumSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastNatureMagicMedium.wav", precastNatureMediumSounds_[0], assets);
precastNatureHighSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastNatureMagicHigh.wav", precastNatureHighSounds_[0], assets);
// Load Shadow precast sounds
precastShadowLowSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastShadowMagicLow.wav", precastShadowLowSounds_[0], assets);
precastShadowMediumSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastShadowMagicMedium.wav", precastShadowMediumSounds_[0], assets);
precastShadowHighSounds_.resize(1);
loadSound("Sound\\Spells\\PreCastShadowMagicHigh.wav", precastShadowHighSounds_[0], assets);
// Load Arcane precast sounds
precastArcaneSounds_.resize(1);
loadSound("Sound\\Spells\\Arcane_Form_Precast.wav", precastArcaneSounds_[0], assets);
// Load Cast sounds (when spell fires)
castFireSounds_.resize(1);
loadSound("Sound\\Spells\\Cast\\FireCast.wav", castFireSounds_[0], assets);
castFrostSounds_.resize(1);
loadSound("Sound\\Spells\\Cast\\IceCast.wav", castFrostSounds_[0], assets);
castHolySounds_.resize(1);
loadSound("Sound\\Spells\\Cast\\HolyCast.wav", castHolySounds_[0], assets);
castNatureSounds_.resize(1);
loadSound("Sound\\Spells\\Cast\\NatureCast.wav", castNatureSounds_[0], assets);
castShadowSounds_.resize(1);
loadSound("Sound\\Spells\\Cast\\ShadowCast.wav", castShadowSounds_[0], assets);
// Load Impact sounds
impactFireballSounds_.resize(3);
loadSound("Sound\\Spells\\FireBallImpactA.wav", impactFireballSounds_[0], assets);
loadSound("Sound\\Spells\\FireBallImpactB.wav", impactFireballSounds_[1], assets);
loadSound("Sound\\Spells\\FireBallImpactC.wav", impactFireballSounds_[2], assets);
impactBlizzardSounds_.resize(6);
loadSound("Sound\\Spells\\BlizzardImpact1a.wav", impactBlizzardSounds_[0], assets);
loadSound("Sound\\Spells\\BlizzardImpact1b.wav", impactBlizzardSounds_[1], assets);
loadSound("Sound\\Spells\\BlizzardImpact1c.wav", impactBlizzardSounds_[2], assets);
loadSound("Sound\\Spells\\BlizzardImpact1d.wav", impactBlizzardSounds_[3], assets);
loadSound("Sound\\Spells\\BlizzardImpact1e.wav", impactBlizzardSounds_[4], assets);
loadSound("Sound\\Spells\\BlizzardImpact1f.wav", impactBlizzardSounds_[5], assets);
impactHolySounds_.resize(4);
loadSound("Sound\\Spells\\DirectDamage\\HolyImpactDDLow.wav", impactHolySounds_[0], assets);
loadSound("Sound\\Spells\\DirectDamage\\HolyImpactDDMedium.wav", impactHolySounds_[1], assets);
loadSound("Sound\\Spells\\DirectDamage\\HolyImpactDDHigh.wav", impactHolySounds_[2], assets);
loadSound("Sound\\Spells\\DirectDamage\\HolyImpactDDUber.wav", impactHolySounds_[3], assets);
impactArcaneMissileSounds_.resize(3);
loadSound("Sound\\Spells\\ArcaneMissileImpact1a.wav", impactArcaneMissileSounds_[0], assets);
loadSound("Sound\\Spells\\ArcaneMissileImpact1b.wav", impactArcaneMissileSounds_[1], assets);
loadSound("Sound\\Spells\\ArcaneMissileImpact1c.wav", impactArcaneMissileSounds_[2], assets);
LOG_INFO("SpellSoundManager: Precast sounds - Fire: ", precastFireLowSounds_[0].loaded ? "YES" : "NO",
", Frost: ", precastFrostLowSounds_[0].loaded ? "YES" : "NO",
", Holy: ", precastHolyLowSounds_[0].loaded ? "YES" : "NO");
LOG_INFO("SpellSoundManager: Cast sounds - Fire: ", castFireSounds_[0].loaded ? "YES" : "NO",
", Frost: ", castFrostSounds_[0].loaded ? "YES" : "NO",
", Shadow: ", castShadowSounds_[0].loaded ? "YES" : "NO");
LOG_INFO("SpellSoundManager: Impact sounds - Fireball: ", impactFireballSounds_[0].loaded ? "YES" : "NO",
", Blizzard: ", impactBlizzardSounds_[0].loaded ? "YES" : "NO",
", Holy: ", impactHolySounds_[0].loaded ? "YES" : "NO");
initialized_ = true;
LOG_INFO("SpellSoundManager: Initialization complete");
return true;
}
void SpellSoundManager::shutdown() {
initialized_ = false;
}
bool SpellSoundManager::loadSound(const std::string& path, SpellSample& sample, pipeline::AssetManager* assets) {
sample.path = path;
sample.loaded = false;
try {
sample.data = assets->readFile(path);
if (!sample.data.empty()) {
sample.loaded = true;
return true;
}
} catch (const std::exception& e) {
// Silently fail - not all sounds may exist
}
return false;
}
void SpellSoundManager::playSound(const std::vector<SpellSample>& library, float volumeMultiplier) {
if (!initialized_ || library.empty() || !library[0].loaded) return;
float volume = 0.75f * volumeScale_ * volumeMultiplier;
AudioEngine::instance().playSound2D(library[0].data, volume, 1.0f);
}
void SpellSoundManager::playRandomSound(const std::vector<SpellSample>& library, float volumeMultiplier) {
if (!initialized_ || library.empty()) return;
// Count loaded sounds
std::vector<const SpellSample*> loadedSounds;
for (const auto& sample : library) {
if (sample.loaded) {
loadedSounds.push_back(&sample);
}
}
if (loadedSounds.empty()) return;
// Pick random sound
std::uniform_int_distribution<size_t> dist(0, loadedSounds.size() - 1);
size_t index = dist(gen);
float volume = 0.75f * volumeScale_ * volumeMultiplier;
AudioEngine::instance().playSound2D(loadedSounds[index]->data, volume, 1.0f);
}
void SpellSoundManager::setVolumeScale(float scale) {
volumeScale_ = std::max(0.0f, std::min(1.0f, scale));
}
void SpellSoundManager::playPrecast(MagicSchool school, SpellPower power) {
const std::vector<SpellSample>* library = nullptr;
switch (school) {
case MagicSchool::FIRE:
library = (power == SpellPower::LOW) ? &precastFireLowSounds_ :
(power == SpellPower::MEDIUM) ? &precastFireMediumSounds_ :
&precastFireHighSounds_;
break;
case MagicSchool::FROST:
library = (power == SpellPower::LOW) ? &precastFrostLowSounds_ :
(power == SpellPower::MEDIUM) ? &precastFrostMediumSounds_ :
&precastFrostHighSounds_;
break;
case MagicSchool::HOLY:
library = (power == SpellPower::LOW) ? &precastHolyLowSounds_ :
(power == SpellPower::MEDIUM) ? &precastHolyMediumSounds_ :
&precastHolyHighSounds_;
break;
case MagicSchool::NATURE:
library = (power == SpellPower::LOW) ? &precastNatureLowSounds_ :
(power == SpellPower::MEDIUM) ? &precastNatureMediumSounds_ :
&precastNatureHighSounds_;
break;
case MagicSchool::SHADOW:
library = (power == SpellPower::LOW) ? &precastShadowLowSounds_ :
(power == SpellPower::MEDIUM) ? &precastShadowMediumSounds_ :
&precastShadowHighSounds_;
break;
case MagicSchool::ARCANE:
library = &precastArcaneSounds_;
break;
default:
return;
}
if (library) {
playSound(*library);
}
}
void SpellSoundManager::playCast(MagicSchool school) {
switch (school) {
case MagicSchool::FIRE:
playSound(castFireSounds_);
break;
case MagicSchool::FROST:
playSound(castFrostSounds_);
break;
case MagicSchool::HOLY:
playSound(castHolySounds_);
break;
case MagicSchool::NATURE:
playSound(castNatureSounds_);
break;
case MagicSchool::SHADOW:
playSound(castShadowSounds_);
break;
default:
break;
}
}
void SpellSoundManager::playImpact(MagicSchool school, SpellPower power) {
switch (school) {
case MagicSchool::FIRE:
playRandomSound(impactFireballSounds_);
break;
case MagicSchool::FROST:
playRandomSound(impactBlizzardSounds_);
break;
case MagicSchool::HOLY:
if (power == SpellPower::LOW) {
playSound(impactHolySounds_); // Use first (low)
} else if (power == SpellPower::MEDIUM && impactHolySounds_.size() > 1) {
playSound({impactHolySounds_[1]});
} else if (power == SpellPower::HIGH && impactHolySounds_.size() > 2) {
playSound({impactHolySounds_[2]});
}
break;
case MagicSchool::ARCANE:
playRandomSound(impactArcaneMissileSounds_);
break;
default:
break;
}
}
void SpellSoundManager::playFireball() {
playPrecast(MagicSchool::FIRE, SpellPower::MEDIUM);
}
void SpellSoundManager::playFrostbolt() {
playPrecast(MagicSchool::FROST, SpellPower::MEDIUM);
}
void SpellSoundManager::playLightningBolt() {
playPrecast(MagicSchool::NATURE, SpellPower::MEDIUM);
}
void SpellSoundManager::playHeal() {
playPrecast(MagicSchool::HOLY, SpellPower::MEDIUM);
}
void SpellSoundManager::playShadowBolt() {
playPrecast(MagicSchool::SHADOW, SpellPower::MEDIUM);
}
} // namespace audio
} // namespace wowee