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https://github.com/Kelsidavis/WoWee.git
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Correct SoundEntries.dbc field access in the PlayMusic callback: file names are at fields 3-12 (not 2-11) and DirectoryBase is at field 23 (not 22). Field 2 is the Name label string, not a file path. Remove dead detectVoiceType(creatureEntry) from NpcVoiceManager — it was never called; actual voice detection uses detectVoiceTypeFromDisplayId() in Application.
100 lines
2.9 KiB
C++
100 lines
2.9 KiB
C++
#pragma once
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#include <string>
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#include <vector>
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#include <unordered_map>
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#include <cstdint>
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#include <random>
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#include <chrono>
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#include <glm/glm.hpp>
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace audio {
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struct VoiceSample {
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std::string path;
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std::vector<uint8_t> data;
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};
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// NPC voice types (based on creature model/gender)
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enum class VoiceType {
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HUMAN_MALE,
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HUMAN_FEMALE,
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DWARF_MALE,
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DWARF_FEMALE,
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NIGHTELF_MALE,
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NIGHTELF_FEMALE,
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ORC_MALE,
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ORC_FEMALE,
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TAUREN_MALE,
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TAUREN_FEMALE,
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TROLL_MALE,
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TROLL_FEMALE,
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UNDEAD_MALE,
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UNDEAD_FEMALE,
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GNOME_MALE,
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GNOME_FEMALE,
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GOBLIN_MALE,
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GOBLIN_FEMALE,
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GENERIC, // Fallback
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};
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class NpcVoiceManager {
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public:
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NpcVoiceManager();
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~NpcVoiceManager();
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bool initialize(pipeline::AssetManager* assets);
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void shutdown();
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// Play NPC interaction sounds
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void playGreeting(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
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void playFarewell(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
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void playVendor(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
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void playPissed(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
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// Play NPC combat sounds
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void playAggro(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
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void playFlee(uint64_t npcGuid, VoiceType voiceType, const glm::vec3& position);
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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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enum class SoundCategory {
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GREETING,
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FAREWELL,
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VENDOR,
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PISSED,
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AGGRO,
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FLEE
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};
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void loadVoiceSounds();
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bool loadSound(const std::string& path, VoiceSample& sample);
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void playSound(uint64_t npcGuid, VoiceType voiceType, SoundCategory category, const glm::vec3& position);
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pipeline::AssetManager* assetManager_ = nullptr;
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float volumeScale_ = 1.0f;
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// Voice samples grouped by type and category
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std::unordered_map<VoiceType, std::vector<VoiceSample>> greetingLibrary_;
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std::unordered_map<VoiceType, std::vector<VoiceSample>> farewellLibrary_;
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std::unordered_map<VoiceType, std::vector<VoiceSample>> vendorLibrary_;
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std::unordered_map<VoiceType, std::vector<VoiceSample>> pissedLibrary_;
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std::unordered_map<VoiceType, std::vector<VoiceSample>> aggroLibrary_;
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std::unordered_map<VoiceType, std::vector<VoiceSample>> fleeLibrary_;
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// Cooldown tracking (prevent spam clicking same NPC)
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std::unordered_map<uint64_t, std::chrono::steady_clock::time_point> lastPlayTime_;
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std::unordered_map<uint64_t, int> clickCount_; // Track clicks for pissed sounds
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static constexpr float GREETING_COOLDOWN = 2.0f; // seconds
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static constexpr int PISSED_CLICK_THRESHOLD = 5; // clicks before pissed
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std::mt19937 rng_;
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};
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} // namespace audio
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} // namespace wowee
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