Kelsidavis-WoWee/include/audio/spell_sound_manager.hpp
Kelsi 9d1616a11b audio: stop precast sound on spell completion, failure, or interrupt
Add AudioEngine::playSound2DStoppable() + stopSound() so callers can
hold a handle and cancel playback early. SpellSoundManager::playPrecast()
now stores the handle in activePrecastId_; stopPrecast() cuts the sound.

playCast() calls stopPrecast() before playing the release sound, so the
channeling audio never bleeds past cast time. SMSG_SPELL_FAILURE and
SMSG_CAST_FAILED both call stopPrecast() so interrupted casts silence
immediately.
2026-03-09 21:04:24 -07:00

109 lines
3.4 KiB
C++

#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);
float getVolumeScale() const { return volumeScale_; }
// 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 stopPrecast(); // Stop precast sound early
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;
uint32_t activePrecastId_ = 0; // Handle from AudioEngine::playSound2DStoppable()
// 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