From f40d09cb8f712e87691af4912f3630d92d692779 Mon Sep 17 00:00:00 2001 From: untodesu Date: Thu, 11 Dec 2025 15:14:26 +0500 Subject: Shuffle stuff around - Use the new and improved hierarchy I figured out when making Prospero chat - Re-add NSIS scripts, again from Prospero - Update most build and utility scripts with their most recent versions --- src/game/client/world/voxel_sounds.cc | 83 +++++++++++++++++++++++++++++++++++ 1 file changed, 83 insertions(+) create mode 100644 src/game/client/world/voxel_sounds.cc (limited to 'src/game/client/world/voxel_sounds.cc') diff --git a/src/game/client/world/voxel_sounds.cc b/src/game/client/world/voxel_sounds.cc new file mode 100644 index 0000000..42552f5 --- /dev/null +++ b/src/game/client/world/voxel_sounds.cc @@ -0,0 +1,83 @@ +#include "client/pch.hh" + +#include "client/world/voxel_sounds.hh" + +#include "client/resource/sound_effect.hh" + +static std::vector> footsteps_sounds[world::VMAT_COUNT]; +static std::mt19937_64 randomizer; + +static void add_footsteps_effect(world::VoxelMaterial material, std::string_view name) +{ + if(auto effect = resource::load(name)) { + footsteps_sounds[material].push_back(effect); + } +} + +static resource_ptr get_footsteps_effect(world::VoxelMaterial material) +{ + auto surface_index = static_cast(material); + + if(surface_index >= world::VMAT_COUNT) { + // Surface index out of range + return nullptr; + } + + const auto& sounds = footsteps_sounds[surface_index]; + + if(sounds.empty()) { + // No sounds for this surface + return nullptr; + } + + auto dist = std::uniform_int_distribution(0, sounds.size() - 1); + return sounds.at(dist(randomizer)); +} + +void world::voxel_sounds::init(void) +{ + add_footsteps_effect(VMAT_DEFAULT, "sounds/surface/default1.wav"); + add_footsteps_effect(VMAT_DEFAULT, "sounds/surface/default2.wav"); + add_footsteps_effect(VMAT_DEFAULT, "sounds/surface/default3.wav"); + add_footsteps_effect(VMAT_DEFAULT, "sounds/surface/default4.wav"); + + add_footsteps_effect(VMAT_DIRT, "sounds/surface/dirt1.wav"); + + add_footsteps_effect(VMAT_GRASS, "sounds/surface/grass1.wav"); + add_footsteps_effect(VMAT_GRASS, "sounds/surface/grass2.wav"); + add_footsteps_effect(VMAT_GRASS, "sounds/surface/grass3.wav"); + + add_footsteps_effect(VMAT_GRAVEL, "sounds/surface/gravel1.wav"); + + add_footsteps_effect(VMAT_SAND, "sounds/surface/sand1.wav"); + add_footsteps_effect(VMAT_SAND, "sounds/surface/sand2.wav"); + + add_footsteps_effect(VMAT_WOOD, "sounds/surface/wood1.wav"); + add_footsteps_effect(VMAT_WOOD, "sounds/surface/wood2.wav"); + add_footsteps_effect(VMAT_WOOD, "sounds/surface/wood3.wav"); +} + +void world::voxel_sounds::shutdown(void) +{ + for(std::size_t i = 0; i < world::VMAT_COUNT; ++i) { + footsteps_sounds[i].clear(); + } +} + +resource_ptr world::voxel_sounds::get_footsteps(world::VoxelMaterial material) +{ + if(auto effect = get_footsteps_effect(material)) { + return effect; + } + + if(auto effect = get_footsteps_effect(VMAT_DEFAULT)) { + return effect; + } + + return nullptr; +} + +resource_ptr world::voxel_sounds::get_placebreak(world::VoxelMaterial material) +{ + return nullptr; +} -- cgit