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https://github.com/Kelsidavis/WoWee.git
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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
174 lines
5.3 KiB
C++
174 lines
5.3 KiB
C++
#pragma once
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#include <vector>
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#include <memory>
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#include <string>
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#include <cstdint>
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#include <glm/vec3.hpp>
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namespace wowee {
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namespace pipeline {
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class AssetManager;
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}
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namespace audio {
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class AmbientSoundManager {
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public:
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AmbientSoundManager() = default;
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~AmbientSoundManager() = default;
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// Initialization
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bool initialize(pipeline::AssetManager* assets);
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void shutdown();
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// Main update loop - called from renderer
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void update(float deltaTime, const glm::vec3& cameraPos, bool isIndoor, bool isSwimming = false, bool isBlacksmith = false);
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// Weather control
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enum class WeatherType { NONE, RAIN_LIGHT, RAIN_MEDIUM, RAIN_HEAVY, SNOW_LIGHT, SNOW_MEDIUM, SNOW_HEAVY };
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void setWeather(WeatherType type);
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WeatherType getCurrentWeather() const { return currentWeather_; }
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// Zone ambience control
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enum class ZoneType {
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NONE,
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FOREST_NORMAL,
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FOREST_SNOW,
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BEACH,
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GRASSLANDS,
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JUNGLE,
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MARSH,
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DESERT_CANYON,
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DESERT_PLAINS
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};
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void setZoneType(ZoneType type);
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ZoneType getCurrentZone() const { return currentZone_; }
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// Emitter management
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enum class AmbientType {
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FIREPLACE_SMALL,
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FIREPLACE_LARGE,
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TORCH,
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FOUNTAIN,
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WATER_SURFACE,
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RIVER,
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WATERFALL,
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WIND,
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BIRD_DAY,
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CRICKET_NIGHT,
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OWL_NIGHT
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};
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uint64_t addEmitter(const glm::vec3& position, AmbientType type);
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void removeEmitter(uint64_t id);
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void clearEmitters();
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// Time of day control (0-24 hours)
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void setGameTime(float hours);
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// Volume control
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void setVolumeScale(float scale);
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private:
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struct AmbientEmitter {
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uint64_t id;
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AmbientType type;
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glm::vec3 position;
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bool active;
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float lastPlayTime;
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float loopInterval; // For periodic/looping sounds
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};
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struct AmbientSample {
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std::string path;
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std::vector<uint8_t> data;
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bool loaded;
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};
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// Sound libraries
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std::vector<AmbientSample> fireSoundsSmall_;
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std::vector<AmbientSample> fireSoundsLarge_;
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std::vector<AmbientSample> torchSounds_;
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std::vector<AmbientSample> waterSounds_;
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std::vector<AmbientSample> riverSounds_;
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std::vector<AmbientSample> waterfallSounds_;
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std::vector<AmbientSample> windSounds_;
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std::vector<AmbientSample> tavernSounds_;
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std::vector<AmbientSample> blacksmithSounds_;
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// Weather sound libraries
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std::vector<AmbientSample> rainLightSounds_;
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std::vector<AmbientSample> rainMediumSounds_;
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std::vector<AmbientSample> rainHeavySounds_;
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std::vector<AmbientSample> snowLightSounds_;
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std::vector<AmbientSample> snowMediumSounds_;
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std::vector<AmbientSample> snowHeavySounds_;
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// Water ambience libraries
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std::vector<AmbientSample> oceanSounds_;
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std::vector<AmbientSample> underwaterSounds_;
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// Zone ambience libraries (day and night versions)
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std::vector<AmbientSample> forestNormalDaySounds_;
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std::vector<AmbientSample> forestNormalNightSounds_;
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std::vector<AmbientSample> forestSnowDaySounds_;
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std::vector<AmbientSample> forestSnowNightSounds_;
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std::vector<AmbientSample> beachDaySounds_;
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std::vector<AmbientSample> beachNightSounds_;
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std::vector<AmbientSample> grasslandsDaySounds_;
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std::vector<AmbientSample> grasslandsNightSounds_;
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std::vector<AmbientSample> jungleDaySounds_;
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std::vector<AmbientSample> jungleNightSounds_;
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std::vector<AmbientSample> marshDaySounds_;
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std::vector<AmbientSample> marshNightSounds_;
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std::vector<AmbientSample> desertCanyonDaySounds_;
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std::vector<AmbientSample> desertCanyonNightSounds_;
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std::vector<AmbientSample> desertPlainsDaySounds_;
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std::vector<AmbientSample> desertPlainsNightSounds_;
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// Active emitters
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std::vector<AmbientEmitter> emitters_;
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uint64_t nextEmitterId_ = 1;
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// State tracking
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float gameTimeHours_ = 12.0f; // Default noon
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float volumeScale_ = 1.0f;
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float birdTimer_ = 0.0f;
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float cricketTimer_ = 0.0f;
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float windLoopTime_ = 0.0f;
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float blacksmithLoopTime_ = 0.0f;
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float weatherLoopTime_ = 0.0f;
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float oceanLoopTime_ = 0.0f;
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float zoneLoopTime_ = 0.0f;
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bool wasIndoor_ = false;
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bool wasBlacksmith_ = false;
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bool wasSwimming_ = false;
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bool initialized_ = false;
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WeatherType currentWeather_ = WeatherType::NONE;
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ZoneType currentZone_ = ZoneType::NONE;
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// Active audio tracking
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struct ActiveSound {
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uint64_t emitterId;
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float startTime;
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};
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std::vector<ActiveSound> activeSounds_;
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// Helper methods
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void updatePositionalEmitters(float deltaTime, const glm::vec3& cameraPos);
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void updatePeriodicSounds(float deltaTime, bool isIndoor, bool isSwimming);
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void updateWindAmbience(float deltaTime, bool isIndoor);
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void updateBlacksmithAmbience(float deltaTime);
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void updateWeatherAmbience(float deltaTime, bool isIndoor);
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void updateWaterAmbience(float deltaTime, bool isSwimming);
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void updateZoneAmbience(float deltaTime, bool isIndoor);
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bool loadSound(const std::string& path, AmbientSample& sample, pipeline::AssetManager* assets);
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// Time of day helpers
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bool isDaytime() const { return gameTimeHours_ >= 6.0f && gameTimeHours_ < 20.0f; }
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bool isNighttime() const { return !isDaytime(); }
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};
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} // namespace audio
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} // namespace wowee
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