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Implemented complete spell casting audio system with all magic schools: Magic schools supported: - Fire: Precast (Low/Medium/High), Cast, Fireball impacts - Frost: Precast (Low/Medium/High), Cast, Blizzard impacts - Holy: Precast (Low/Medium/High), Cast, Holy impacts (4 levels) - Nature: Precast (Low/Medium/High), Cast - Shadow: Precast (Low/Medium/High), Cast - Arcane: Precast, Arcane Missile impacts - Physical: Non-magical abilities Spell phases: - Precast: Channeling/preparation sounds (before cast) - Cast: Spell release sounds (when spell fires) - Impact: Spell hit sounds (when spell hits target) Power levels: - Low: Weak spells, low level abilities - Medium: Standard power spells - High: Powerful high-level spells Sound coverage (35+ sounds): - 16 precast sounds (Fire/Frost/Holy/Nature/Shadow × Low/Med/High + Arcane) - 5 cast sounds (one per school) - 16 impact sounds (Fireball ×3, Blizzard ×6, Holy ×4, Arcane Missile ×3) Technical details: - Loads 35+ sound files from Sound\Spells directory - Simple API: playPrecast(school, power), playCast(school), playImpact(school, power) - Convenience methods: playFireball(), playFrostbolt(), playHeal(), etc. - Random variation selection for impacts - Volume at 0.75 with global scale control - Ready for integration with spell casting system Usage examples: ```cpp // Full spell sequence spellSoundManager->playPrecast(MagicSchool::FIRE, SpellPower::HIGH); // ... cast time ... spellSoundManager->playCast(MagicSchool::FIRE); // ... projectile travel ... spellSoundManager->playImpact(MagicSchool::FIRE, SpellPower::HIGH); // Convenience methods spellSoundManager->playFireball(); spellSoundManager->playHeal(); ``` This adds essential magic feedback for spell casting gameplay!