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Implemented three new ambient audio systems with automatic day/night transitions: Weather ambience: - Rain sounds (light/medium/heavy intensity based on weather system) - Snow sounds (light/medium/heavy intensity) - Automatically syncs with visual weather system in renderer - Different loop intervals based on intensity (18-30s) - Disabled indoors Water ambience: - Underwater swimming sounds (18s loop) - Ocean surface sounds - State tracking for entering/exiting water Zone ambience: - Forest (normal and snow variants) - Beach sounds - Grasslands - Jungle - Marsh/swamp - Desert (canyon and plains variants) - All zones have separate day/night sound files - 30s loop interval for subtle background atmosphere - Disabled indoors Technical details: - Added WeatherType enum (NONE, RAIN/SNOW LIGHT/MEDIUM/HEAVY) - Added ZoneType enum (NONE, FOREST_NORMAL, FOREST_SNOW, BEACH, GRASSLANDS, JUNGLE, MARSH, DESERT_CANYON, DESERT_PLAINS) - Loads 26 new sound files from Sound\Ambience\Weather and Sound\Ambience\ZoneAmbience - Weather intensity thresholds: <0.33 = light, 0.33-0.66 = medium, >0.66 = heavy - Renderer automatically converts Weather::Type + intensity to AmbientSoundManager::WeatherType - All ambience respects volumeScale_ and indoor state - State change logging for debugging transitions |
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| .. | ||
| activity_sound_manager.hpp | ||
| ambient_sound_manager.hpp | ||
| audio_engine.hpp | ||
| footstep_manager.hpp | ||
| mount_sound_manager.hpp | ||
| music_manager.hpp | ||
| npc_voice_manager.hpp | ||