Kelsidavis-WoWee/include/audio/spell_sound_manager.hpp
Kelsi 9741c8ee7c Implement comprehensive audio control panel with tabbed settings interface
Adds complete audio volume controls for all 11 audio systems with master volume. Reorganizes settings window into Video, Audio, and Gameplay tabs for better UX.

Audio Features:
- Master volume control affecting all audio systems
- Individual volume sliders for: Music, Ambient, UI, Combat, Spell, Movement, Footsteps, NPC Voices, Mounts, Activity sounds
- Real-time volume adjustment with master volume multiplier
- Restore defaults button per tab

Technical Changes:
- Added getVolumeScale() getters to all audio managers
- Integrated all 10 audio managers into renderer (UI, Combat, Spell, Movement added)
- Expanded game_screen.hpp with 11 pending volume variables
- Reorganized settings window using ImGui tab bars (Video/Audio/Gameplay)
- Audio settings uses scrollable child window for 11 volume controls
- Settings window expanded to 520x720px to accommodate comprehensive controls
2026-02-09 17:07:22 -08:00

107 lines
3.2 KiB
C++

#pragma once
#include <vector>
#include <memory>
#include <string>
#include <cstdint>
namespace wowee {
namespace pipeline {
class AssetManager;
}
namespace audio {
class SpellSoundManager {
public:
SpellSoundManager() = default;
~SpellSoundManager() = default;
// Initialization
bool initialize(pipeline::AssetManager* assets);
void shutdown();
// Volume control
void setVolumeScale(float scale);
float getVolumeScale() const { return volumeScale_; }
// Magic school types
enum class MagicSchool {
FIRE,
FROST,
HOLY,
NATURE,
SHADOW,
ARCANE,
PHYSICAL // Non-magical abilities
};
// Spell power level
enum class SpellPower {
LOW, // Weak spells, low level
MEDIUM, // Standard spells
HIGH // Powerful spells
};
// Spell casting sounds
void playPrecast(MagicSchool school, SpellPower power); // Channeling/preparation
void playCast(MagicSchool school); // When spell fires
void playImpact(MagicSchool school, SpellPower power); // When spell hits target
// Specific spell sounds
void playFireball();
void playFrostbolt();
void playLightningBolt();
void playHeal();
void playShadowBolt();
private:
struct SpellSample {
std::string path;
std::vector<uint8_t> data;
bool loaded;
};
// Precast sound libraries (channeling)
std::vector<SpellSample> precastFireLowSounds_;
std::vector<SpellSample> precastFireMediumSounds_;
std::vector<SpellSample> precastFireHighSounds_;
std::vector<SpellSample> precastFrostLowSounds_;
std::vector<SpellSample> precastFrostMediumSounds_;
std::vector<SpellSample> precastFrostHighSounds_;
std::vector<SpellSample> precastHolyLowSounds_;
std::vector<SpellSample> precastHolyMediumSounds_;
std::vector<SpellSample> precastHolyHighSounds_;
std::vector<SpellSample> precastNatureLowSounds_;
std::vector<SpellSample> precastNatureMediumSounds_;
std::vector<SpellSample> precastNatureHighSounds_;
std::vector<SpellSample> precastShadowLowSounds_;
std::vector<SpellSample> precastShadowMediumSounds_;
std::vector<SpellSample> precastShadowHighSounds_;
std::vector<SpellSample> precastArcaneSounds_;
// Cast sound libraries (spell release)
std::vector<SpellSample> castFireSounds_;
std::vector<SpellSample> castFrostSounds_;
std::vector<SpellSample> castHolySounds_;
std::vector<SpellSample> castNatureSounds_;
std::vector<SpellSample> castShadowSounds_;
// Impact sound libraries (spell hits)
std::vector<SpellSample> impactFireballSounds_;
std::vector<SpellSample> impactBlizzardSounds_;
std::vector<SpellSample> impactHolySounds_;
std::vector<SpellSample> impactArcaneMissileSounds_;
// State tracking
float volumeScale_ = 1.0f;
bool initialized_ = false;
// Helper methods
bool loadSound(const std::string& path, SpellSample& sample, pipeline::AssetManager* assets);
void playSound(const std::vector<SpellSample>& library, float volumeMultiplier = 1.0f);
void playRandomSound(const std::vector<SpellSample>& library, float volumeMultiplier = 1.0f);
};
} // namespace audio
} // namespace wowee