Wire SMSG_PLAY_SOUND to AudioEngine via SoundEntries.dbc lookup

Add PlaySoundCallback to GameHandler (same pattern as PlayMusicCallback).
When SMSG_PLAY_SOUND arrives, resolve the soundId through SoundEntries.dbc
(fields 3-12 = files, field 23 = DirectoryBase) and play the first found
file as a 2-D sound effect via AudioEngine::playSound2D(). Previously the
opcode was parsed and dropped.
This commit is contained in:
Kelsi 2026-03-09 16:11:19 -07:00
parent 55082a0925
commit a2c2675039
3 changed files with 29 additions and 1 deletions

View file

@ -2121,6 +2121,27 @@ void Application::setupUICallbacks() {
}
});
// SMSG_PLAY_SOUND: look up SoundEntries.dbc and play 2-D sound effect
gameHandler->setPlaySoundCallback([this](uint32_t soundId) {
if (!assetManager) return;
auto dbc = assetManager->loadDBC("SoundEntries.dbc");
if (!dbc || !dbc->isLoaded()) return;
int32_t idx = dbc->findRecordById(soundId);
if (idx < 0) return;
const uint32_t row = static_cast<uint32_t>(idx);
std::string dir = dbc->getString(row, 23);
for (uint32_t f = 3; f <= 12; ++f) {
std::string name = dbc->getString(row, f);
if (name.empty()) continue;
std::string path = dir.empty() ? name : dir + "\\" + name;
audio::AudioEngine::instance().playSound2D(path);
return;
}
});
// Other player level-up callback — trigger 3D effect + chat notification
gameHandler->setOtherPlayerLevelUpCallback([this](uint64_t guid, uint32_t newLevel) {
if (!gameHandler || !renderer) return;