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Test forward slash paths for MPQ file access
MPQs may store files internally with forward slashes. Testing both: - Sound/Creature/... (forward slashes) - Sound\Creature\... (backslashes) This should help identify the correct path format for accessing files.
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1 changed files with 13 additions and 15 deletions
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@ -20,28 +20,26 @@ bool NpcVoiceManager::initialize(pipeline::AssetManager* assets) {
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return false;
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}
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// Comprehensive probe - try many path/name variations
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// Comprehensive probe - try forward slashes (MPQ internal format)
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LOG_INFO("=== Searching for NPC voice files (testing patterns) ===");
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std::vector<std::string> testPaths = {
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// Wowhead paths
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// Forward slashes (MPQ internal format)
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"Sound/Creature/HumanMaleStandardNPC/HumanMaleStandardNPCGreetings01.ogg",
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"Sound/Creature/HumanFemaleStandardNPC/HumanFemaleStandardNPCGreeting01.ogg",
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// Backslashes (Windows format)
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"Sound\\Creature\\HumanMaleStandardNPC\\HumanMaleStandardNPCGreetings01.ogg",
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"Sound\\Creature\\HumanFemaleStandardNPC\\HumanFemaleStandardNPCGreeting01.ogg",
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// Try lowercase everything
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"sound\\creature\\humanmalestandardnpc\\humanmalestandardnpcgreetings01.ogg",
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// Lowercase with forward slashes
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"sound/creature/humanmalestandardnpc/humanmalestandardnpcgreetings01.ogg",
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// Try PC voice files (player character emotes - these exist!)
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// PC voice files with forward slashes
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"Sound/Character/Human/HumanVocMaleHello01.wav",
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"Sound/Character/Human/HumanVocFemaleHello01.wav",
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// PC voice files with backslashes
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"Sound\\Character\\Human\\HumanVocMaleHello01.wav",
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"Sound\\Character\\Human\\HumanVocMaleHello02.wav",
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"Sound\\Character\\Human\\HumanVocFemaleHello01.wav",
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// Try VO directory
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"Sound\\VO\\Human\\Male\\Greeting01.wav",
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"Sound\\Voice\\HumanMale\\Greeting.wav",
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// Try simpler creature paths
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"Sound\\Creature\\Human\\Greeting01.ogg",
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"Sound\\Creature\\Humanoid\\MaleGreeting01.ogg",
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};
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for (const auto& path : testPaths) {
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bool exists = assetManager_->fileExists(path);
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