From 05e85d9fa717b7e36e443afe6cac92f7fb40ed0a Mon Sep 17 00:00:00 2001 From: Kelsi Date: Tue, 24 Mar 2026 13:46:01 -0700 Subject: [PATCH] fix: correct melee swing sound paths to match WoW MPQ layout The melee swing clips used non-existent paths (SwordSwing, MeleeSwing) instead of the actual WoW 3.3.5a weapon swing files: WeaponSwings/ mWooshMedium and mWooshLarge for hit swings, MissSwings/MissWhoosh for misses. Fixes "No melee swing SFX found in assets" warning. --- src/audio/activity_sound_manager.cpp | 20 ++++++++------------ 1 file changed, 8 insertions(+), 12 deletions(-) diff --git a/src/audio/activity_sound_manager.cpp b/src/audio/activity_sound_manager.cpp index 4f02b35e..3a0bfe54 100644 --- a/src/audio/activity_sound_manager.cpp +++ b/src/audio/activity_sound_manager.cpp @@ -52,18 +52,14 @@ bool ActivitySoundManager::initialize(pipeline::AssetManager* assets) { preloadLandingSet(FootstepSurface::SNOW, "Snow"); preloadCandidates(meleeSwingClips, { - "Sound\\Item\\Weapons\\Sword\\SwordSwing1.wav", - "Sound\\Item\\Weapons\\Sword\\SwordSwing2.wav", - "Sound\\Item\\Weapons\\Sword\\SwordSwing3.wav", - "Sound\\Item\\Weapons\\Sword\\SwordHit1.wav", - "Sound\\Item\\Weapons\\Sword\\SwordHit2.wav", - "Sound\\Item\\Weapons\\Sword\\SwordHit3.wav", - "Sound\\Item\\Weapons\\OneHanded\\Sword\\SwordSwing1.wav", - "Sound\\Item\\Weapons\\OneHanded\\Sword\\SwordSwing2.wav", - "Sound\\Item\\Weapons\\OneHanded\\Sword\\SwordSwing3.wav", - "Sound\\Item\\Weapons\\Melee\\MeleeSwing1.wav", - "Sound\\Item\\Weapons\\Melee\\MeleeSwing2.wav", - "Sound\\Item\\Weapons\\Melee\\MeleeSwing3.wav" + "Sound\\Item\\Weapons\\WeaponSwings\\mWooshMedium1.wav", + "Sound\\Item\\Weapons\\WeaponSwings\\mWooshMedium2.wav", + "Sound\\Item\\Weapons\\WeaponSwings\\mWooshMedium3.wav", + "Sound\\Item\\Weapons\\WeaponSwings\\mWooshLarge1.wav", + "Sound\\Item\\Weapons\\WeaponSwings\\mWooshLarge2.wav", + "Sound\\Item\\Weapons\\WeaponSwings\\mWooshLarge3.wav", + "Sound\\Item\\Weapons\\MissSwings\\MissWhoosh1Handed.wav", + "Sound\\Item\\Weapons\\MissSwings\\MissWhoosh2Handed.wav" }); initialized = true;