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Implement bird/cricket ambient sounds and remove stale renderer TODO
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- Add birdSounds_ and cricketSounds_ AmbientSample vectors to AmbientSoundManager, loaded from WoW MPQ paths: BirdAmbience/BirdChirp01-06.wav (up to 6 variants, daytime) and Insect/InsectMorning.wav + InsectNight.wav (nighttime). Missing files are silently skipped so the game runs without an MPQ too. - updatePeriodicSounds() now plays a randomly chosen loaded variant at the scheduled interval instead of the previous no-op placeholder. - Remove stale "TODO Phase 6: Vulkan underwater overlay" comment from Renderer::initialize(); the feature has been fully implemented in renderOverlay() / the swim effects pipeline since that comment was written.
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3 changed files with 42 additions and 7 deletions
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@ -730,9 +730,6 @@ bool Renderer::initialize(core::Window* win) {
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spellSoundManager = std::make_unique<audio::SpellSoundManager>();
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movementSoundManager = std::make_unique<audio::MovementSoundManager>();
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// TODO Phase 6: Vulkan underwater overlay, post-process, and shadow map
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// GL versions stubbed during migration
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// Create secondary command buffer resources for multithreaded rendering
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if (!createSecondaryCommandResources()) {
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LOG_WARNING("Failed to create secondary command buffers — falling back to single-threaded rendering");
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