Kelsidavis-WoWee/include/audio/music_manager.hpp
Kelsi dab23f1895 Add ambient sound system and eliminate log spam
- Implement AmbientSoundManager with tavern/outdoor ambience
- Fix audio buffer limit (5s → 60s) for long ambient loops
- Set log level to INFO to eliminate DEBUG spam (130MB → 3.2MB logs)
- Remove excessive terrain/model/network logging
- Fix ambient sound timer sharing and pitch parameter bugs
2026-02-09 14:50:14 -08:00

47 lines
1.2 KiB
C++

#pragma once
#include <string>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace audio {
class MusicManager {
public:
MusicManager();
~MusicManager();
bool initialize(pipeline::AssetManager* assets);
void shutdown();
void playMusic(const std::string& mpqPath, bool loop = true);
void playFilePath(const std::string& filePath, bool loop = true);
void stopMusic(float fadeMs = 2000.0f);
void crossfadeTo(const std::string& mpqPath, float fadeMs = 3000.0f);
void update(float deltaTime);
void setVolume(int volume);
int getVolume() const { return volumePercent; }
void setUnderwaterMode(bool underwater);
bool isPlaying() const { return playing; }
bool isInitialized() const { return assetManager != nullptr; }
const std::string& getCurrentTrack() const { return currentTrack; }
private:
pipeline::AssetManager* assetManager = nullptr;
std::string currentTrack;
bool currentTrackIsFile = false;
bool playing = false;
int volumePercent = 30;
bool underwaterMode = false;
// Crossfade state
bool crossfading = false;
std::string pendingTrack;
float fadeTimer = 0.0f;
float fadeDuration = 0.0f;
};
} // namespace audio
} // namespace wowee