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Enrich zone music from AreaTable/ZoneMusic/SoundEntries DBC chain
Add ZoneManager::enrichFromDBC() which walks AreaTable.dbc (field 8 = ZoneMusicId) → ZoneMusic.dbc (fields 6/7 = day/night SoundEntryIds) → SoundEntries.dbc (fields 3-12 = files, field 23 = DirectoryBase) and appends MPQ music paths for all zones in the DBC, covering ~2300+ areas vs the previous ~15 hardcoded entries. Existing hardcoded paths are preserved as the primary pool; DBC paths are added only if not already present. Called from Renderer::init() after initialize().
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3 changed files with 93 additions and 1 deletions
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@ -706,9 +706,12 @@ bool Renderer::initialize(core::Window* win) {
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lightingManager = std::make_unique<LightingManager>();
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[[maybe_unused]] auto* assetManager = core::Application::getInstance().getAssetManager();
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// Create zone manager
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// Create zone manager; enrich music paths from DBC if available
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zoneManager = std::make_unique<game::ZoneManager>();
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zoneManager->initialize();
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if (assetManager) {
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zoneManager->enrichFromDBC(assetManager);
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}
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// Initialize AudioEngine (singleton)
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if (!audio::AudioEngine::instance().initialize()) {
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