Add MVP ambient biome audio hook
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@@ -833,7 +833,7 @@ Target deliverable: A small group can join a server, spawn into one biome, gathe
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## 0.1.P MVP Audio And Atmosphere
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## 0.1.P MVP Audio And Atmosphere
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- [ ] Add ambient biome audio.
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- [x] Add ambient biome audio. Extended the placed `AAgrarianWeatherAudioController` so its ambient component explicitly owns a Ground Zero coastal-scrub biome loop slot with separate day/night volume targets, keeping the current MVP silent until placeholder or final audio assets are assigned while giving the map a real ambient audio attachment point.
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- [ ] Add footstep placeholders.
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- [ ] Add footstep placeholders.
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- [ ] Add gathering sounds.
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- [ ] Add gathering sounds.
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- [ ] Add fire sounds.
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- [ ] Add fire sounds.
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@@ -302,15 +302,19 @@ 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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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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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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First-pass biome and weather audio uses `AAgrarianWeatherAudioController`. The
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owns ambient, rain, wind, and storm audio components with assignable loop sound
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controller owns ambient, rain, wind, and storm audio components with assignable
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slots. It reads replicated weather state, provider wind speed, provider cloud
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loop sound slots. The ambient component is explicitly the Ground Zero
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data, and local night/day state, then fades component volumes so rain, wind, and
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coastal-scrub biome bed through `BiomeAmbientLoopSound`, with separate day and
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storm cues follow the same authoritative weather mapping used by temperature and
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night volume targets so the map can carry wind, surf, insects, distant birds, or
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lighting. The current MVP can ship without final sound assets because the
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other realistic low-level biome texture before final authored assets are
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controller is silent until loops are assigned; placeholder or final audio can be
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available. It reads replicated weather state, provider wind speed, provider
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added by setting the exposed sound properties on the placed controller or a
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cloud data, and local night/day state, then fades component volumes so rain,
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Blueprint child.
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wind, and storm cues follow the same authoritative weather mapping used by
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temperature and lighting. The current MVP can ship without final sound assets
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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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Campfires expose native extinguish logic through `AAgrarianCampfire::Extinguish`.
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Campfires expose native extinguish logic through `AAgrarianCampfire::Extinguish`.
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Extinguishing clears remaining fuel, turns off replicated lit state, and reuses
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Extinguishing clears remaining fuel, turns off replicated lit state, and reuses
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@@ -0,0 +1,58 @@
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#!/usr/bin/env python3
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"""Verify the MVP ambient biome audio attachment point is wired."""
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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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REQUIRED = {
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AUDIO_H: [
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"TObjectPtr<USoundBase> BiomeAmbientLoopSound;",
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"float BiomeAmbientDayVolume",
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"float BiomeAmbientNightVolume",
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"TObjectPtr<UAudioComponent> AmbientAudio;",
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],
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AUDIO_CPP: [
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"BiomeAmbientLoopSound",
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"AmbientAudio->SetSound(BiomeAmbientLoopSound)",
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"FMath::Max(AmbientDayVolume, BiomeAmbientDayVolume)",
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"FMath::Max(AmbientNightVolume, BiomeAmbientNightVolume)",
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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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"coastal-scrub biome bed",
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"`BiomeAmbientLoopSound`",
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"separate day and\nnight volume targets",
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],
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ROADMAP: [
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"[x] Add ambient biome audio.",
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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: ambient biome audio is wired through the placed weather audio controller.")
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if __name__ == "__main__":
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main()
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@@ -83,7 +83,9 @@ void AAgrarianWeatherAudioController::RefreshWeatherAudio(float DeltaSeconds)
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break;
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break;
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}
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}
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const float TargetAmbientVolume = GameState->IsNight() ? AmbientNightVolume : AmbientDayVolume;
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const float DayAmbient = FMath::Max(AmbientDayVolume, BiomeAmbientDayVolume);
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const float NightAmbient = FMath::Max(AmbientNightVolume, BiomeAmbientNightVolume);
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const float TargetAmbientVolume = GameState->IsNight() ? NightAmbient : DayAmbient;
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const float InterpSpeed = FMath::Max(0.1f, VolumeInterpSpeed);
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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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CurrentAmbientVolume = FMath::FInterpTo(CurrentAmbientVolume, TargetAmbientVolume, DeltaSeconds, InterpSpeed);
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CurrentRainVolume = FMath::FInterpTo(CurrentRainVolume, TargetRainVolume, DeltaSeconds, InterpSpeed);
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CurrentRainVolume = FMath::FInterpTo(CurrentRainVolume, TargetRainVolume, DeltaSeconds, InterpSpeed);
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@@ -106,7 +108,11 @@ void AAgrarianWeatherAudioController::RefreshWeatherAudio(float DeltaSeconds)
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void AAgrarianWeatherAudioController::AssignConfiguredSounds()
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void AAgrarianWeatherAudioController::AssignConfiguredSounds()
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{
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{
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if (AmbientAudio && ClearAmbientSound)
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if (AmbientAudio && BiomeAmbientLoopSound)
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{
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AmbientAudio->SetSound(BiomeAmbientLoopSound);
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}
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else if (AmbientAudio && ClearAmbientSound)
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{
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{
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AmbientAudio->SetSound(ClearAmbientSound);
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AmbientAudio->SetSound(ClearAmbientSound);
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}
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}
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@@ -40,6 +40,9 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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TObjectPtr<USoundBase> ClearAmbientSound;
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TObjectPtr<USoundBase> ClearAmbientSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio|Biome")
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TObjectPtr<USoundBase> BiomeAmbientLoopSound;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio")
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TObjectPtr<USoundBase> RainLoopSound;
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TObjectPtr<USoundBase> RainLoopSound;
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@@ -58,6 +61,12 @@ public:
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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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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float AmbientNightVolume = 0.22f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio|Biome", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float BiomeAmbientDayVolume = 0.35f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio|Biome", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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float BiomeAmbientNightVolume = 0.22f;
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UPROPERTY(EditAnywhere, BlueprintReadWrite, Category = "Agrarian|Weather Audio", meta = (ClampMin = "0.0", ClampMax = "1.0"))
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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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float MaxRainVolume = 0.8f;
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