Fix voice gender using server data and update loading screen UI

- Use authoritative playerRace/playerGender at spawn for voice profiles
  instead of unreliable model name parsing
- Support nonbinary gender with useFemaleModel body type fallback
- Move voice setup into spawnPlayerCharacter() for all spawn paths
- Remove legacy single-player default Human Male clip preloading
- Make loading screen text black and move progress bar to top
This commit is contained in:
Kelsi 2026-02-23 06:22:30 -08:00
parent efc7e65dfc
commit f2f6ffd2cd
5 changed files with 58 additions and 15 deletions

View file

@ -28,9 +28,8 @@ bool ActivitySoundManager::initialize(pipeline::AssetManager* assets) {
assetManager = assets;
if (!assetManager) return false;
rebuildJumpClipsForProfile("Human", "Human", true);
rebuildSwimLoopClipsForProfile("Human", "Human", true);
rebuildHardLandClipsForProfile("Human", "Human", true);
// Voice profile clips (jump, swim, hardLand, combat vocals) are set at
// character spawn via setCharacterVoiceProfile() with the correct race/gender.
preloadCandidates(splashEnterClips, {
"Sound\\Character\\Footsteps\\EnterWaterSplash\\EnterWaterSmallA.wav",
@ -162,6 +161,11 @@ void ActivitySoundManager::rebuildJumpClipsForProfile(const std::string& raceFol
prefix + stem + "\\" + stem + "Jump01.wav",
prefix + stem + "\\" + stem + "Jump02.wav",
});
if (jumpClips.empty()) {
LOG_WARNING("No jump clips found for ", stem, " (tried exert prefix: ", exertPrefix, ")");
} else {
LOG_INFO("Loaded ", jumpClips.size(), " jump clips for ", stem);
}
}
void ActivitySoundManager::rebuildSwimLoopClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
@ -393,6 +397,24 @@ void ActivitySoundManager::setCharacterVoiceProfile(const std::string& modelName
" death clips=", deathClips.size());
}
void ActivitySoundManager::setCharacterVoiceProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
if (!assetManager) return;
std::string key = raceFolder + "|" + raceBase + "|" + (male ? "M" : "F");
if (key == voiceProfileKey) return;
voiceProfileKey = key;
rebuildJumpClipsForProfile(raceFolder, raceBase, male);
rebuildSwimLoopClipsForProfile(raceFolder, raceBase, male);
rebuildHardLandClipsForProfile(raceFolder, raceBase, male);
rebuildCombatVocalClipsForProfile(raceFolder, raceBase, male);
core::Logger::getInstance().info("Activity SFX voice profile (explicit): ", voiceProfileKey,
" jump clips=", jumpClips.size(),
" swim clips=", swimLoopClips.size(),
" hardLand clips=", hardLandClips.size(),
" attackGrunt clips=", attackGruntClips.size(),
" wound clips=", woundClips.size(),
" death clips=", deathClips.size());
}
void ActivitySoundManager::playWaterEnter() {
LOG_INFO("Water entry detected - attempting to play splash sound");
auto now = std::chrono::steady_clock::now();