Document MVP weather sound hooks
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@@ -845,7 +845,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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- [x] Add fire suppression hooks for rain, water carrying, dirt/sand, cleared firebreaks, and future firefighting tools. Added shared server-side suppression hooks plus water, dirt/sand, firebreak, and tool wrappers that raise suppression pressure, reduce ignition risks, reduce active fire intensity, shrink spread radius, and let rain/water drain fuel.
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- [x] Persist active grass, forest, and structure fires across save/load without corrupting world state. Extended campfire persistence coverage for ignition flags, ignition risk scores, active grass/forest/structure fire intensities, spread radius, and suppression pressure so save/load recovery preserves active and partially suppressed fire state.
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- [x] Add QA coverage for safe campfires, unsafe campfires, vegetation spread, shelter ignition, suppression, and save/load recovery. Added a fire-risk QA coverage document and verifier requiring safe/unsafe campfire, vegetation spread, shelter ignition, suppression, and save/load recovery scenarios plus the supporting fire-risk verification scripts.
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- [ ] Add weather sounds.
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- [x] Add weather sounds. Formalized the existing placed weather audio controller as the MVP weather-sound path, documenting rain, wind, storm, clear ambient, and biome loop slots plus verification that weather playback follows replicated weather state, provider wind speed, and day/night state while remaining silent until assets are assigned.
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- [ ] Add wildlife sounds.
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- [ ] Add UI sounds.
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- [ ] Add mix settings.
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@@ -0,0 +1,24 @@
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# MVP Weather Sounds
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Weather sounds are owned by `AAgrarianWeatherAudioController`, which is placed
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in the Ground Zero demo map as `AGR_DemoWeatherAudioController`.
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The controller exposes these sound slots:
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- `RainLoopSound`
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- `WindLoopSound`
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- `StormLoopSound`
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- `ClearAmbientSound`
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- `BiomeAmbientLoopSound`
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The MVP weather audio path is intentionally asset-agnostic. The packaged build
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remains silent until placeholder or final loops are assigned, but the runtime
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logic already follows server-replicated weather state, provider wind speed, and
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day/night state. Rain, wind, and storm volumes fade independently so weather can
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move from clear coastal ambience to rain, cold wind, or storm without changing
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gameplay code.
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Final assets should remain grounded and local to Ground Zero: coastal wind,
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distant surf, light rain on brush, heavier storm gusts, and subtle night/day
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texture. Weather audio must support the non-ray-traced default investor build
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and headless multiplayer server builds by keeping actual playback client-side.
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@@ -316,6 +316,8 @@ because the controller is silent until loops are assigned; placeholder or final
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audio can be added by setting the exposed sound properties on the placed
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controller or a Blueprint child.
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Weather sound requirements are tracked in `Docs/Audio/WeatherSounds.md`.
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Player movement audio starts with native footstep placeholders on
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`AAgrarianGameCharacter`. The character owns a spatialized
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`FootstepAudioComponent` plus assignable walk, sprint, crouch, and prone sound
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@@ -0,0 +1,60 @@
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#!/usr/bin/env python3
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"""Verify MVP weather sound hooks are documented and map-placed."""
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from pathlib import Path
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ROOT = Path(__file__).resolve().parents[1]
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DOC = ROOT / "Docs" / "Audio" / "WeatherSounds.md"
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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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ROADMAP = ROOT / "AGRARIAN_DEVELOPMENT_ROADMAP.md"
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REQUIRED = {
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DOC: [
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"`AAgrarianWeatherAudioController`",
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"`RainLoopSound`",
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"`WindLoopSound`",
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"`StormLoopSound`",
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"`ClearAmbientSound`",
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"`BiomeAmbientLoopSound`",
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"provider wind speed",
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"day/night state",
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],
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AUDIO_H: [
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"TObjectPtr<USoundBase> RainLoopSound;",
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"TObjectPtr<USoundBase> WindLoopSound;",
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"TObjectPtr<USoundBase> StormLoopSound;",
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],
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AUDIO_CPP: [
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"GameState->Weather",
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"GameState->ActiveWeatherInputs.WindSpeedKmh",
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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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MAP_SETUP: [
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"AGR_DemoWeatherAudioController",
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"unreal.AgrarianWeatherAudioController",
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],
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ROADMAP: [
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"[x] Add weather sounds.",
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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 REQUIRED.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)} missing {snippet!r}")
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if missing:
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raise SystemExit("FAILED: " + "; ".join(missing))
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print("OK: weather sound hooks are documented and map-placed.")
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if __name__ == "__main__":
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main()
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