Kelsidavis-WoWee/include/audio/mount_sound_manager.hpp
Kelsi c623fcef51 Add property-based mount animation discovery and procedural lean
Mount Animation System:
- Property-based jump animation discovery using sequence metadata
- Chain linkage scoring (nextAnimation/aliasNext) for accurate detection
- Correct loop detection: flags & 0x01 == 0 means looping
- Avoids brake/stop animations via blendTime penalties
- Works on any mount model without hardcoded animation IDs

Mount Physics:
- Physics-based jump height: vz = sqrt(2 * g * h)
- Configurable MOUNT_JUMP_HEIGHT constant (1.0m default)
- Procedural lean into turns for ground mounts
- Smooth roll based on turn rate (±14° max, 6x/sec blend)

Audio Improvements:
- State-machine driven mount sounds (jump, land, rear-up)
- Semantic sound methods (no animation ID dependencies)
- Debug logging for missing sound files

Bug Fixes:
- Fixed mount animation sequencing (JumpStart → JumpLoop → JumpEnd)
- Fixed animation loop flag interpretation (0x20 vs 0x21)
- Rider bone attachment working correctly during all mount actions
2026-02-10 19:30:45 -08:00

82 lines
2.3 KiB
C++

#pragma once
#include <string>
#include <cstdint>
#include <vector>
#include <chrono>
namespace wowee {
namespace pipeline { class AssetManager; }
namespace audio {
enum class MountType {
NONE,
GROUND, // Horse, wolf, raptor, etc.
FLYING, // Griffin, wyvern, drake, etc.
SWIMMING // Sea turtle, etc.
};
struct MountSample {
std::string path;
std::vector<uint8_t> data;
};
class MountSoundManager {
public:
MountSoundManager();
~MountSoundManager();
bool initialize(pipeline::AssetManager* assets);
void shutdown();
void update(float deltaTime);
// Called when mounting/dismounting
void onMount(uint32_t creatureDisplayId, bool isFlying);
void onDismount();
// Update movement state
void setMoving(bool moving);
void setFlying(bool flying);
void setGrounded(bool grounded);
// Play semantic mount action sounds (triggered on animation state changes)
void playRearUpSound(); // Rear-up flourish (whinny/roar)
void playJumpSound(); // Jump start (grunt/snort)
void playLandSound(); // Landing (thud/hoof)
bool isMounted() const { return mounted_; }
void setVolumeScale(float scale) { volumeScale_ = scale; }
float getVolumeScale() const { return volumeScale_; }
private:
MountType detectMountType(uint32_t creatureDisplayId) const;
void updateMountSounds();
void stopAllMountSounds();
void loadMountSounds();
bool loadSound(const std::string& path, MountSample& sample);
pipeline::AssetManager* assetManager_ = nullptr;
bool mounted_ = false;
bool moving_ = false;
bool flying_ = false;
MountType currentMountType_ = MountType::NONE;
uint32_t currentDisplayId_ = 0;
float volumeScale_ = 1.0f;
// Mount sound samples (loaded from MPQ)
std::vector<MountSample> wingFlapSounds_;
std::vector<MountSample> wingIdleSounds_;
std::vector<MountSample> horseBreathSounds_;
std::vector<MountSample> horseMoveSounds_;
// Sound state tracking
bool playingMovementSound_ = false;
bool playingIdleSound_ = false;
std::chrono::steady_clock::time_point lastSoundUpdate_;
std::chrono::steady_clock::time_point lastActionSoundTime_; // Cooldown for action sounds
float soundLoopTimer_ = 0.0f;
};
} // namespace audio
} // namespace wowee