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https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
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
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5 changed files with 58 additions and 15 deletions
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@ -27,6 +27,7 @@ public:
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void playLanding(FootstepSurface surface, bool hardLanding);
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void setSwimmingState(bool swimming, bool moving);
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void setCharacterVoiceProfile(const std::string& modelName);
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void setCharacterVoiceProfile(const std::string& raceFolder, const std::string& raceBase, bool male);
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void playWaterEnter();
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void playWaterExit();
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void playMeleeSwing();
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@ -28,9 +28,8 @@ bool ActivitySoundManager::initialize(pipeline::AssetManager* assets) {
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assetManager = assets;
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if (!assetManager) return false;
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rebuildJumpClipsForProfile("Human", "Human", true);
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rebuildSwimLoopClipsForProfile("Human", "Human", true);
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rebuildHardLandClipsForProfile("Human", "Human", true);
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// Voice profile clips (jump, swim, hardLand, combat vocals) are set at
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// character spawn via setCharacterVoiceProfile() with the correct race/gender.
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preloadCandidates(splashEnterClips, {
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"Sound\\Character\\Footsteps\\EnterWaterSplash\\EnterWaterSmallA.wav",
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@ -162,6 +161,11 @@ void ActivitySoundManager::rebuildJumpClipsForProfile(const std::string& raceFol
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prefix + stem + "\\" + stem + "Jump01.wav",
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prefix + stem + "\\" + stem + "Jump02.wav",
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});
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if (jumpClips.empty()) {
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LOG_WARNING("No jump clips found for ", stem, " (tried exert prefix: ", exertPrefix, ")");
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} else {
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LOG_INFO("Loaded ", jumpClips.size(), " jump clips for ", stem);
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}
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}
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void ActivitySoundManager::rebuildSwimLoopClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
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@ -393,6 +397,24 @@ void ActivitySoundManager::setCharacterVoiceProfile(const std::string& modelName
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" death clips=", deathClips.size());
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}
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void ActivitySoundManager::setCharacterVoiceProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
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if (!assetManager) return;
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std::string key = raceFolder + "|" + raceBase + "|" + (male ? "M" : "F");
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if (key == voiceProfileKey) return;
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voiceProfileKey = key;
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rebuildJumpClipsForProfile(raceFolder, raceBase, male);
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rebuildSwimLoopClipsForProfile(raceFolder, raceBase, male);
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rebuildHardLandClipsForProfile(raceFolder, raceBase, male);
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rebuildCombatVocalClipsForProfile(raceFolder, raceBase, male);
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core::Logger::getInstance().info("Activity SFX voice profile (explicit): ", voiceProfileKey,
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" jump clips=", jumpClips.size(),
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" swim clips=", swimLoopClips.size(),
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" hardLand clips=", hardLandClips.size(),
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" attackGrunt clips=", attackGruntClips.size(),
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" wound clips=", woundClips.size(),
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" death clips=", deathClips.size());
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}
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void ActivitySoundManager::playWaterEnter() {
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LOG_INFO("Water entry detected - attempting to play splash sound");
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auto now = std::chrono::steady_clock::now();
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@ -2545,6 +2545,32 @@ void Application::spawnPlayerCharacter() {
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static_cast<int>(spawnPos.z), ")");
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playerCharacterSpawned = true;
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// Set voice profile to match character race/gender
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if (auto* asm_ = renderer->getActivitySoundManager()) {
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const char* raceFolder = "Human";
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const char* raceBase = "Human";
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switch (playerRace_) {
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case game::Race::HUMAN: raceFolder = "Human"; raceBase = "Human"; break;
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case game::Race::ORC: raceFolder = "Orc"; raceBase = "Orc"; break;
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case game::Race::DWARF: raceFolder = "Dwarf"; raceBase = "Dwarf"; break;
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case game::Race::NIGHT_ELF: raceFolder = "NightElf"; raceBase = "NightElf"; break;
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case game::Race::UNDEAD: raceFolder = "Scourge"; raceBase = "Scourge"; break;
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case game::Race::TAUREN: raceFolder = "Tauren"; raceBase = "Tauren"; break;
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case game::Race::GNOME: raceFolder = "Gnome"; raceBase = "Gnome"; break;
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case game::Race::TROLL: raceFolder = "Troll"; raceBase = "Troll"; break;
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case game::Race::BLOOD_ELF: raceFolder = "BloodElf"; raceBase = "BloodElf"; break;
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case game::Race::DRAENEI: raceFolder = "Draenei"; raceBase = "Draenei"; break;
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default: break;
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}
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bool useFemaleVoice = (playerGender_ == game::Gender::FEMALE);
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if (playerGender_ == game::Gender::NONBINARY && gameHandler) {
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if (const game::Character* ch = gameHandler->getActiveCharacter()) {
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useFemaleVoice = ch->useFemaleModel;
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}
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}
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asm_->setCharacterVoiceProfile(std::string(raceFolder), std::string(raceBase), !useFemaleVoice);
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}
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// Track which character's appearance this instance represents so we can
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// respawn if the user logs into a different character without restarting.
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spawnedPlayerGuid_ = gameHandler ? gameHandler->getActiveCharacterGuid() : 0;
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@ -271,11 +271,11 @@ void LoadingScreen::render() {
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ImVec2(0, 0), ImVec2(screenW, screenH));
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}
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// Progress bar
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// Progress bar (top of screen)
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{
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const float barWidthFrac = 0.6f;
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const float barHeight = 6.0f;
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const float barY = screenH * 0.91f;
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const float barY = screenH * 0.06f;
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float barX = screenW * (0.5f - barWidthFrac * 0.5f);
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float barW = screenW * barWidthFrac;
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@ -306,20 +306,20 @@ void LoadingScreen::render() {
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{
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char pctBuf[32];
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snprintf(pctBuf, sizeof(pctBuf), "%d%%", static_cast<int>(loadProgress * 100.0f));
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float barCenterY = screenH * 0.91f;
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float barCenterY = screenH * 0.06f;
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float textY = barCenterY - 20.0f;
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ImVec2 pctSize = ImGui::CalcTextSize(pctBuf);
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ImGui::SetCursorPos(ImVec2((screenW - pctSize.x) * 0.5f, textY));
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ImGui::TextColored(ImVec4(1.0f, 1.0f, 1.0f, 1.0f), "%s", pctBuf);
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ImGui::TextColored(ImVec4(0.0f, 0.0f, 0.0f, 1.0f), "%s", pctBuf);
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}
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// Status text below bar
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{
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float statusY = screenH * 0.91f + 14.0f;
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float statusY = screenH * 0.06f + 14.0f;
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ImVec2 statusSize = ImGui::CalcTextSize(statusText.c_str());
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ImGui::SetCursorPos(ImVec2((screenW - statusSize.x) * 0.5f, statusY));
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ImGui::TextColored(ImVec4(0.8f, 0.8f, 0.8f, 1.0f), "%s", statusText.c_str());
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ImGui::TextColored(ImVec4(0.0f, 0.0f, 0.0f, 1.0f), "%s", statusText.c_str());
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}
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ImGui::End();
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@ -2452,12 +2452,6 @@ void Renderer::update(float deltaTime) {
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}
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characterRenderer->setInstancePosition(characterInstanceId, characterPosition);
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if (activitySoundManager) {
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std::string modelName;
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if (characterRenderer->getInstanceModelName(characterInstanceId, modelName)) {
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activitySoundManager->setCharacterVoiceProfile(modelName);
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}
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}
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// Movement-facing comes from camera controller and is decoupled from LMB orbit.
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// During taxi flights, orientation is controlled by the flight path (not player input)
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