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.
This commit is contained in:
Kelsi 2026-03-09 19:00:42 -07:00
parent 6cba3f5c95
commit 3eded6772d
3 changed files with 42 additions and 7 deletions

View file

@ -730,9 +730,6 @@ bool Renderer::initialize(core::Window* win) {
spellSoundManager = std::make_unique<audio::SpellSoundManager>();
movementSoundManager = std::make_unique<audio::MovementSoundManager>();
// TODO Phase 6: Vulkan underwater overlay, post-process, and shadow map
// GL versions stubbed during migration
// Create secondary command buffer resources for multithreaded rendering
if (!createSecondaryCommandResources()) {
LOG_WARNING("Failed to create secondary command buffers — falling back to single-threaded rendering");