Add weather audio cues
This commit is contained in:
@@ -436,7 +436,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Connect weather to body temperature.
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- [x] Connect shelter to weather protection. Survival now calculates the best overlapping shelter protection volume, replicates current weather protection, reduces ambient exposure and cold damage by shelter coverage, trends care-history shelter quality toward active protection, and shows shelter protection on the dev HUD.
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- [x] Add first-pass sky and lighting. Added `AAgrarianSkyLightingController` with movable sun, skylight, and fog components driven by replicated time, local sunrise/sunset, weather state, and provider cloud cover; updated the Ground Zero setup script to place the controller and remove legacy static lighting actors.
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- [ ] Add audio cues for weather.
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- [x] Add audio cues for weather. Added `AAgrarianWeatherAudioController` with ambient, rain, wind, and storm audio components, assignable loop sound slots, weather/wind/night-driven volume fades, and Ground Zero map setup placement so placeholder or final loops can be assigned without changing gameplay code.
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## 0.1.D Single Biome MVP Map
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Binary file not shown.
@@ -164,6 +164,16 @@ the represented local day/night cycle and current weather without hard-coded
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static light settings. The Ground Zero map setup script places this controller
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and removes the earlier static demo sun/skylight/fog actors.
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First-pass weather audio uses `AAgrarianWeatherAudioController`. The controller
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owns ambient, rain, wind, and storm audio components with assignable loop sound
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slots. It reads replicated weather state, provider wind speed, provider cloud
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data, and local night/day state, then fades component volumes so rain, wind, and
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storm cues follow the same authoritative weather mapping used by temperature and
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lighting. The current MVP can ship without final sound assets because the
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controller is silent until loops are assigned; placeholder or final audio can be
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added by setting the exposed sound properties on the placed controller or a
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Blueprint child.
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The first real-weather adapter is `UAgrarianWeatherProviderSubsystem`. It uses
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Open-Meteo forecast requests keyed by tile center latitude/longitude, parses the
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current temperature, daily low/high, precipitation, wind, humidity, cloud cover,
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@@ -74,6 +74,13 @@ DEMO_ACTORS = [
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"fixed_z": 12000.0,
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"rotation": unreal.Rotator(-42.0, -35.0, 0.0),
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},
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{
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"label": "AGR_DemoWeatherAudioController",
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"class": unreal.AgrarianWeatherAudioController,
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"location_xy": unreal.Vector(-18000.0, -7000.0, 0.0),
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"fixed_z": 11800.0,
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"rotation": unreal.Rotator(0.0, 0.0, 0.0),
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},
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{
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"label": "AGR_DemoNoticeActor",
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"class": unreal.AgrarianDemoNoticeActor,
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@@ -322,7 +329,7 @@ def spawn_foliage_actor(height_values):
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reserved_points = [
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spec["location_xy"]
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for spec in DEMO_ACTORS
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if spec["label"] not in {"AGR_DemoSkyLightingController", "AGR_DemoNoticeActor"}
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if spec["label"] not in {"AGR_DemoSkyLightingController", "AGR_DemoWeatherAudioController", "AGR_DemoNoticeActor"}
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]
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foliage_actor = unreal.AgrarianEditorAutomationLibrary.spawn_actor_in_editor_world(
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@@ -0,0 +1,62 @@
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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AUDIO_H = ROOT / "Source" / "AgrarianGame" / "AgrarianWeatherAudioController.h"
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AUDIO_CPP = ROOT / "Source" / "AgrarianGame" / "AgrarianWeatherAudioController.cpp"
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MAP_SETUP = ROOT / "Scripts" / "setup_ground_zero_demo_map.py"
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TDD = ROOT / "Docs" / "TechnicalDesignDocument.md"
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ROADMAP = ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
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EXPECTED = {
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AUDIO_H: [
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"class AAgrarianWeatherAudioController : public AActor",
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"TObjectPtr<UAudioComponent> AmbientAudio;",
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"TObjectPtr<UAudioComponent> RainAudio;",
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"TObjectPtr<UAudioComponent> WindAudio;",
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"TObjectPtr<UAudioComponent> StormAudio;",
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"TObjectPtr<USoundBase> RainLoopSound;",
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"void RefreshWeatherAudio(float DeltaSeconds);",
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],
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AUDIO_CPP: [
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"#include \"AgrarianGameState.h\"",
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"#include \"Components/AudioComponent.h\"",
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"AmbientAudio = CreateDefaultSubobject<UAudioComponent>",
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"RainAudio = CreateDefaultSubobject<UAudioComponent>",
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"WindAudio = CreateDefaultSubobject<UAudioComponent>",
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"StormAudio = CreateDefaultSubobject<UAudioComponent>",
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"GameState->Weather",
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"GameState->ActiveWeatherInputs.WindSpeedKmh",
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"GameState->IsNight()",
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"ApplyComponentVolume(RainAudio, CurrentRainVolume);",
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"AudioComponent->SetVolumeMultiplier",
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],
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MAP_SETUP: [
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"AGR_DemoWeatherAudioController",
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"unreal.AgrarianWeatherAudioController",
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],
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TDD: [
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"`AAgrarianWeatherAudioController`",
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"ambient, rain, wind, and storm audio components",
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],
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ROADMAP: [
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"[x] Add audio cues for weather.",
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],
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}
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def main() -> None:
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missing = []
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for path, snippets in EXPECTED.items():
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text = path.read_text(encoding="utf-8")
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for snippet in snippets:
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if snippet not in text:
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missing.append(f"{path.relative_to(ROOT)}: {snippet}")
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if missing:
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raise RuntimeError("Weather audio controller verification failed: " + "; ".join(missing))
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print("Agrarian weather audio controller verification complete.")
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if __name__ == "__main__":
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main()
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@@ -0,0 +1,149 @@
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// Copyright Pacificao. All Rights Reserved.
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#include "AgrarianWeatherAudioController.h"
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#include "AgrarianGameState.h"
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#include "Components/AudioComponent.h"
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#include "Components/SceneComponent.h"
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#include "Engine/World.h"
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AAgrarianWeatherAudioController::AAgrarianWeatherAudioController()
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{
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PrimaryActorTick.bCanEverTick = true;
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bReplicates = false;
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SceneRoot = CreateDefaultSubobject<USceneComponent>(TEXT("SceneRoot"));
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RootComponent = SceneRoot;
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AmbientAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("AmbientAudio"));
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AmbientAudio->SetupAttachment(SceneRoot);
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AmbientAudio->bAutoActivate = false;
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RainAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("RainAudio"));
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RainAudio->SetupAttachment(SceneRoot);
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RainAudio->bAutoActivate = false;
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WindAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("WindAudio"));
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WindAudio->SetupAttachment(SceneRoot);
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WindAudio->bAutoActivate = false;
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StormAudio = CreateDefaultSubobject<UAudioComponent>(TEXT("StormAudio"));
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StormAudio->SetupAttachment(SceneRoot);
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StormAudio->bAutoActivate = false;
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}
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void AAgrarianWeatherAudioController::BeginPlay()
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{
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Super::BeginPlay();
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AssignConfiguredSounds();
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RefreshWeatherAudio(0.0f);
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}
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void AAgrarianWeatherAudioController::Tick(float DeltaSeconds)
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{
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Super::Tick(DeltaSeconds);
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RefreshWeatherAudio(DeltaSeconds);
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}
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void AAgrarianWeatherAudioController::RefreshWeatherAudio(float DeltaSeconds)
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{
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const UWorld* World = GetWorld();
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const AAgrarianGameState* GameState = World ? World->GetGameState<AAgrarianGameState>() : nullptr;
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if (!GameState)
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{
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return;
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}
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CurrentWeather = GameState->Weather;
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const float WindAlpha = GetProviderWindAlpha(GameState->ActiveWeatherInputs.WindSpeedKmh, GameState->ActiveWeatherInputs.bHasProviderData);
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float TargetRainVolume = 0.0f;
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float TargetWindVolume = WindAlpha * MaxWindVolume;
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float TargetStormVolume = 0.0f;
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switch (GameState->Weather)
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{
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case EAgrarianWeatherType::Rain:
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TargetRainVolume = MaxRainVolume;
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TargetWindVolume = FMath::Max(TargetWindVolume, MaxWindVolume * 0.25f);
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break;
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case EAgrarianWeatherType::ColdWind:
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TargetWindVolume = FMath::Max(TargetWindVolume, MaxWindVolume * 0.7f);
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break;
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case EAgrarianWeatherType::Storm:
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TargetRainVolume = MaxRainVolume;
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TargetWindVolume = MaxWindVolume;
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TargetStormVolume = MaxStormVolume;
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break;
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default:
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break;
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}
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const float TargetAmbientVolume = GameState->IsNight() ? AmbientNightVolume : AmbientDayVolume;
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const float InterpSpeed = FMath::Max(0.1f, VolumeInterpSpeed);
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CurrentAmbientVolume = FMath::FInterpTo(CurrentAmbientVolume, TargetAmbientVolume, DeltaSeconds, InterpSpeed);
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CurrentRainVolume = FMath::FInterpTo(CurrentRainVolume, TargetRainVolume, DeltaSeconds, InterpSpeed);
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CurrentWindVolume = FMath::FInterpTo(CurrentWindVolume, TargetWindVolume, DeltaSeconds, InterpSpeed);
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CurrentStormVolume = FMath::FInterpTo(CurrentStormVolume, TargetStormVolume, DeltaSeconds, InterpSpeed);
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if (DeltaSeconds <= 0.0f)
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{
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CurrentAmbientVolume = TargetAmbientVolume;
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CurrentRainVolume = TargetRainVolume;
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CurrentWindVolume = TargetWindVolume;
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CurrentStormVolume = TargetStormVolume;
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}
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ApplyComponentVolume(AmbientAudio, CurrentAmbientVolume);
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ApplyComponentVolume(RainAudio, CurrentRainVolume);
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ApplyComponentVolume(WindAudio, CurrentWindVolume);
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ApplyComponentVolume(StormAudio, CurrentStormVolume);
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}
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void AAgrarianWeatherAudioController::AssignConfiguredSounds()
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{
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if (AmbientAudio && ClearAmbientSound)
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{
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AmbientAudio->SetSound(ClearAmbientSound);
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}
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if (RainAudio && RainLoopSound)
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{
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RainAudio->SetSound(RainLoopSound);
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}
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if (WindAudio && WindLoopSound)
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{
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WindAudio->SetSound(WindLoopSound);
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}
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if (StormAudio && StormLoopSound)
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{
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StormAudio->SetSound(StormLoopSound);
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}
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}
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void AAgrarianWeatherAudioController::ApplyComponentVolume(UAudioComponent* AudioComponent, float Volume) const
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{
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if (!AudioComponent)
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{
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return;
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}
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const float SafeVolume = FMath::Clamp(Volume, 0.0f, 1.0f);
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AudioComponent->SetVolumeMultiplier(SafeVolume);
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if (AudioComponent->Sound && SafeVolume > 0.01f && !AudioComponent->IsPlaying())
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{
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AudioComponent->Play();
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}
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else if (SafeVolume <= 0.01f && AudioComponent->IsPlaying())
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{
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AudioComponent->Stop();
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}
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}
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float AAgrarianWeatherAudioController::GetProviderWindAlpha(float WindSpeedKmh, bool bHasProviderData) const
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{
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if (!bHasProviderData)
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{
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return 0.0f;
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}
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return FMath::Clamp(WindSpeedKmh / 55.0f, 0.0f, 1.0f);
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}
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@@ -0,0 +1,92 @@
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// Copyright Pacificao. All Rights Reserved.
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#pragma once
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#include "CoreMinimal.h"
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#include "GameFramework/Actor.h"
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#include "AgrarianTypes.h"
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#include "AgrarianWeatherAudioController.generated.h"
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class UAudioComponent;
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class USceneComponent;
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class USoundBase;
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UCLASS(Blueprintable)
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class AAgrarianWeatherAudioController : public AActor
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{
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GENERATED_BODY()
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public:
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AAgrarianWeatherAudioController();
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virtual void BeginPlay() override;
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virtual void Tick(float DeltaSeconds) override;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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TObjectPtr<USceneComponent> SceneRoot;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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TObjectPtr<UAudioComponent> AmbientAudio;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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TObjectPtr<UAudioComponent> RainAudio;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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TObjectPtr<UAudioComponent> WindAudio;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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TObjectPtr<UAudioComponent> StormAudio;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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TObjectPtr<USoundBase> ClearAmbientSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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TObjectPtr<USoundBase> RainLoopSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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TObjectPtr<USoundBase> WindLoopSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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TObjectPtr<USoundBase> StormLoopSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.1"))
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float VolumeInterpSpeed = 1.5f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float AmbientDayVolume = 0.35f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float AmbientNightVolume = 0.22f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float MaxRainVolume = 0.8f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float MaxWindVolume = 0.7f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float MaxStormVolume = 0.9f;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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EAgrarianWeatherType CurrentWeather = EAgrarianWeatherType::Clear;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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float CurrentAmbientVolume = 0.0f;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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float CurrentRainVolume = 0.0f;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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float CurrentWindVolume = 0.0f;
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UPROPERTY(VisibleAnywhere, BlueprintReadOnly, Category = "Agrarian|Weather Audio")
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float CurrentStormVolume = 0.0f;
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UFUNCTION(BlueprintCallable, Category = "Agrarian|Weather Audio")
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void RefreshWeatherAudio(float DeltaSeconds);
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protected:
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void AssignConfiguredSounds();
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void ApplyComponentVolume(UAudioComponent* AudioComponent, float Volume) const;
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float GetProviderWindAlpha(float WindSpeedKmh, bool bHasProviderData) const;
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};
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Block a user