Implemented city-specific ambient soundscapes for all six major cities:
Alliance cities:
- Stormwind: day/night crowd and marketplace sounds
- Ironforge: underground forge ambience (no day/night)
- Darnassus: day/night elven city sounds
Horde cities:
- Orgrimmar: day/night orcish city atmosphere
- Undercity: underground undead ambience (no day/night)
- Thunder Bluff: day/night tauren plateau sounds
Technical details:
- Added CityType enum (NONE, STORMWIND, IRONFORGE, DARNASSUS, ORGRIMMAR, UNDERCITY, THUNDERBLUFF)
- Loads 12 city sound files from Sound\Ambience\WMOAmbience
- Underground cities (Ironforge, Undercity) use single sound without day/night variants
- 20s loop interval for city ambience (more frequent than zone ambience)
- Volume at 0.4 for noticeable but not overwhelming urban atmosphere
- Cities take priority over zone ambience to prevent mixing
- updateZoneAmbience() now checks for active city and skips if in city
- State change logging for debugging city transitions
Implemented three new ambient audio systems with automatic day/night transitions:
Weather ambience:
- Rain sounds (light/medium/heavy intensity based on weather system)
- Snow sounds (light/medium/heavy intensity)
- Automatically syncs with visual weather system in renderer
- Different loop intervals based on intensity (18-30s)
- Disabled indoors
Water ambience:
- Underwater swimming sounds (18s loop)
- Ocean surface sounds
- State tracking for entering/exiting water
Zone ambience:
- Forest (normal and snow variants)
- Beach sounds
- Grasslands
- Jungle
- Marsh/swamp
- Desert (canyon and plains variants)
- All zones have separate day/night sound files
- 30s loop interval for subtle background atmosphere
- Disabled indoors
Technical details:
- Added WeatherType enum (NONE, RAIN/SNOW LIGHT/MEDIUM/HEAVY)
- Added ZoneType enum (NONE, FOREST_NORMAL, FOREST_SNOW, BEACH, GRASSLANDS, JUNGLE, MARSH, DESERT_CANYON, DESERT_PLAINS)
- Loads 26 new sound files from Sound\Ambience\Weather and Sound\Ambience\ZoneAmbience
- Weather intensity thresholds: <0.33 = light, 0.33-0.66 = medium, >0.66 = heavy
- Renderer automatically converts Weather::Type + intensity to AmbientSoundManager::WeatherType
- All ambience respects volumeScale_ and indoor state
- State change logging for debugging transitions