mirror of
https://github.com/Kelsidavis/WoWee.git
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Created specific idle sound pool using only horse snorts and whinnies. Re-enabled idle sounds with much longer interval (20-40 seconds). Changes: - Added horseIdleSounds_ pool: mHorseStand3A (snort) + mHorseAggroA (whinny) - Updated playIdleSound() to use dedicated pool instead of mixed breath sounds - Increased idle sound interval from 8-15s to 20-40s (less frequent) - Removed flying mount idle sounds (too aggressive) - Increased volume slightly (0.35x) for better audibility
98 lines
2.8 KiB
C++
98 lines
2.8 KiB
C++
#pragma once
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#include <string>
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#include <cstdint>
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#include <vector>
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#include <chrono>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace audio {
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enum class MountType {
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NONE,
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GROUND, // Horse, wolf, raptor, etc.
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FLYING, // Griffin, wyvern, drake, etc.
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SWIMMING // Sea turtle, etc.
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};
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enum class MountFamily {
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UNKNOWN,
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HORSE,
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RAM,
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WOLF,
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TIGER,
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RAPTOR,
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DRAGON
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};
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struct MountSample {
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std::string path;
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std::vector<uint8_t> data;
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};
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class MountSoundManager {
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public:
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MountSoundManager();
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~MountSoundManager();
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bool initialize(pipeline::AssetManager* assets);
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void shutdown();
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void update(float deltaTime);
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// Called when mounting/dismounting
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void onMount(uint32_t creatureDisplayId, bool isFlying);
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void onDismount();
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// Update movement state
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void setMoving(bool moving);
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void setFlying(bool flying);
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void setGrounded(bool grounded);
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// Play semantic mount action sounds (triggered on animation state changes)
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void playRearUpSound(); // Rear-up flourish (whinny/roar)
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void playJumpSound(); // Jump start (grunt/snort)
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void playLandSound(); // Landing (thud/hoof)
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void playIdleSound(); // Ambient idle (snort/stomp/breath)
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bool isMounted() const { return mounted_; }
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void setVolumeScale(float scale) { volumeScale_ = scale; }
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float getVolumeScale() const { return volumeScale_; }
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private:
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MountType detectMountType(uint32_t creatureDisplayId) const;
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MountFamily detectMountFamily(uint32_t creatureDisplayId) const;
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void updateMountSounds();
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void stopAllMountSounds();
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void loadMountSounds();
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bool loadSound(const std::string& path, MountSample& sample);
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pipeline::AssetManager* assetManager_ = nullptr;
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bool mounted_ = false;
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bool moving_ = false;
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bool flying_ = false;
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MountType currentMountType_ = MountType::NONE;
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MountFamily currentMountFamily_ = MountFamily::UNKNOWN;
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uint32_t currentDisplayId_ = 0;
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float volumeScale_ = 1.0f;
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// Mount sound samples (loaded from MPQ)
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std::vector<MountSample> wingFlapSounds_;
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std::vector<MountSample> wingIdleSounds_;
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std::vector<MountSample> horseBreathSounds_;
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std::vector<MountSample> horseMoveSounds_;
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std::vector<MountSample> horseJumpSounds_; // Jump effort sounds
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std::vector<MountSample> horseLandSounds_; // Landing thud sounds
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std::vector<MountSample> horseIdleSounds_; // Snorts and whinnies for idle
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// Sound state tracking
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bool playingMovementSound_ = false;
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bool playingIdleSound_ = false;
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std::chrono::steady_clock::time_point lastSoundUpdate_;
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std::chrono::steady_clock::time_point lastActionSoundTime_; // Cooldown for action sounds
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float soundLoopTimer_ = 0.0f;
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};
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} // namespace audio
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} // namespace wowee
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