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Wire SMSG_PLAY_MUSIC to MusicManager via SoundEntries.dbc lookup
Add PlayMusicCallback to GameHandler so SMSG_PLAY_MUSIC (and the vanilla 0x0103 alias) dispatch a soundId to the registered handler instead of being silently consumed. Application.cpp registers the callback, loads SoundEntries.dbc, resolves the first non-empty Name+DirectoryBase into an MPQ path, and passes it to MusicManager for non-looping playback. Resolves the TODO in the SMSG_PLAY_MUSIC handler.
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3 changed files with 37 additions and 2 deletions
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@ -2096,6 +2096,31 @@ void Application::setupUICallbacks() {
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}
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});
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// Server-triggered music callback (SMSG_PLAY_MUSIC)
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// Resolves soundId → SoundEntries.dbc → MPQ path → MusicManager.
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gameHandler->setPlayMusicCallback([this](uint32_t soundId) {
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if (!assetManager || !renderer) return;
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auto* music = renderer->getMusicManager();
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if (!music) return;
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auto dbc = assetManager->loadDBC("SoundEntries.dbc");
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if (!dbc || !dbc->isLoaded()) return;
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int32_t idx = dbc->findRecordById(soundId);
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if (idx < 0) return;
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// SoundEntries.dbc (WotLK): fields 2-11 = Name[0..9], field 22 = DirectoryBase
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const uint32_t row = static_cast<uint32_t>(idx);
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std::string dir = dbc->getString(row, 22);
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for (uint32_t f = 2; f <= 11; ++f) {
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std::string name = dbc->getString(row, f);
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if (name.empty()) continue;
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std::string path = dir.empty() ? name : dir + "\\" + name;
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music->playMusic(path, /*loop=*/false);
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return;
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}
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});
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// Other player level-up callback — trigger 3D effect + chat notification
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gameHandler->setOtherPlayerLevelUpCallback([this](uint64_t guid, uint32_t newLevel) {
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if (!gameHandler || !renderer) return;
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