Disable pained sounds and tighten fidget criteria

Removed jump/land sounds (attack/wound sounds had pained growls).
Made fidget discovery much stricter to exclude jerky battle animations.

Changes:
- Disabled playJumpSound for ground mounts (attack sounds too aggressive)
- Disabled playLandSound for ground mounts (wound sounds have growls)
- Fidget criteria now requires BOTH frequency AND replay (not OR)
- Excluded IDs 11-15 (attacks) in addition to 16-21 (combat)
- Only animations with proper idle metadata will be selected
This commit is contained in:
Kelsi 2026-02-10 20:32:43 -08:00
parent a88c5f9bb8
commit fe3c6a6a79
2 changed files with 24 additions and 26 deletions

View file

@ -277,16 +277,16 @@ void MountSoundManager::playJumpSound() {
if (elapsed < 200) return; if (elapsed < 200) return;
lastActionSoundTime_ = now; lastActionSoundTime_ = now;
// Jump effort sound // Jump effort sound - DISABLED (attack sounds have pained growls)
if (currentMountType_ == MountType::GROUND && !horseJumpSounds_.empty()) { // if (currentMountType_ == MountType::GROUND && !horseJumpSounds_.empty()) {
// TODO: Select family-specific sounds once organized by family // static std::mt19937 rng(std::random_device{}());
static std::mt19937 rng(std::random_device{}()); // std::uniform_int_distribution<size_t> dist(0, horseJumpSounds_.size() - 1);
std::uniform_int_distribution<size_t> dist(0, horseJumpSounds_.size() - 1); // const auto& sample = horseJumpSounds_[dist(rng)];
const auto& sample = horseJumpSounds_[dist(rng)]; // if (!sample.data.empty()) {
if (!sample.data.empty()) { // AudioEngine::instance().playSound2D(sample.data, 0.5f * volumeScale_, 1.1f);
AudioEngine::instance().playSound2D(sample.data, 0.5f * volumeScale_, 1.1f); // }
} // } else
} else if (currentMountType_ == MountType::FLYING && !wingFlapSounds_.empty()) { if (currentMountType_ == MountType::FLYING && !wingFlapSounds_.empty()) {
// Flying mounts: wing whoosh // Flying mounts: wing whoosh
static std::mt19937 rng(std::random_device{}()); static std::mt19937 rng(std::random_device{}());
std::uniform_int_distribution<size_t> dist(0, wingFlapSounds_.size() - 1); std::uniform_int_distribution<size_t> dist(0, wingFlapSounds_.size() - 1);
@ -306,16 +306,15 @@ void MountSoundManager::playLandSound() {
if (elapsed < 200) return; if (elapsed < 200) return;
lastActionSoundTime_ = now; lastActionSoundTime_ = now;
// Landing thud/hoof sound // Landing thud/hoof sound - DISABLED (wound sounds have pained growls)
if (currentMountType_ == MountType::GROUND && !horseLandSounds_.empty()) { // if (currentMountType_ == MountType::GROUND && !horseLandSounds_.empty()) {
// Ground mounts: hoof thud / impact // static std::mt19937 rng(std::random_device{}());
static std::mt19937 rng(std::random_device{}()); // std::uniform_int_distribution<size_t> dist(0, horseLandSounds_.size() - 1);
std::uniform_int_distribution<size_t> dist(0, horseLandSounds_.size() - 1); // const auto& sample = horseLandSounds_[dist(rng)];
const auto& sample = horseLandSounds_[dist(rng)]; // if (!sample.data.empty()) {
if (!sample.data.empty()) { // AudioEngine::instance().playSound2D(sample.data, 0.6f * volumeScale_, 0.85f);
AudioEngine::instance().playSound2D(sample.data, 0.6f * volumeScale_, 0.85f); // Lower pitch for thud // }
} // }
}
} }
void MountSoundManager::playIdleSound() { void MountSoundManager::playIdleSound() {

View file

@ -752,15 +752,14 @@ void Renderer::setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float h
" speed=", seq.movingSpeed); " speed=", seq.movingSpeed);
} }
// Exclude known problematic animations: death (5,6), combat (16-21), wounds (7-9) // Exclude known problematic animations: death (5-6), wounds (7-9), combat (16-21), attacks (11-15)
bool isDeathOrWound = (seq.id >= 5 && seq.id <= 9); bool isDeathOrWound = (seq.id >= 5 && seq.id <= 9);
bool isCombat = (seq.id >= 16 && seq.id <= 21); bool isAttackOrCombat = (seq.id >= 11 && seq.id <= 21);
bool isSpecial = (seq.id == 2 || seq.id == 3); // Often aggressive specials bool isSpecial = (seq.id == 2 || seq.id == 3); // Often aggressive specials
// Select fidgets: non-looping + (frequency OR replay) + stationary + not death/combat // Select fidgets: STRICT - require BOTH frequency AND replay to ensure proper idle markers
// Relaxed: some mounts may only have one of the markers if (!isLoop && hasFrequency && hasReplay && isStationary && reasonableDuration &&
if (!isLoop && (hasFrequency || hasReplay) && isStationary && reasonableDuration && !isDeathOrWound && !isAttackOrCombat && !isSpecial) {
!isDeathOrWound && !isCombat && !isSpecial) {
// Bonus: chains back to stand (indicates idle behavior) // Bonus: chains back to stand (indicates idle behavior)
bool chainsToStand = (seq.nextAnimation == (int16_t)mountAnims_.stand) || bool chainsToStand = (seq.nextAnimation == (int16_t)mountAnims_.stand) ||
(seq.aliasNext == mountAnims_.stand) || (seq.aliasNext == mountAnims_.stand) ||