mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-22 23:30:14 +00:00
Fix all remaining build warnings and eliminate UB in binary parsers
Resolve 57 compiler warnings (unused params/vars, ignored return values, enum mismatch) and replace undefined-behavior reinterpret_cast with memcpy in DBC, BLP, and Warden module loaders for ARM64 portability.
This commit is contained in:
parent
22518f0936
commit
aaab2115d1
12 changed files with 112 additions and 101 deletions
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@ -91,7 +91,7 @@ void ActivitySoundManager::shutdown() {
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assetManager = nullptr;
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}
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void ActivitySoundManager::update(float deltaTime) {
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void ActivitySoundManager::update([[maybe_unused]] float deltaTime) {
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reapProcesses();
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// Play swimming stroke sounds periodically when swimming and moving
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@ -168,7 +168,7 @@ void ActivitySoundManager::rebuildJumpClipsForProfile(const std::string& raceFol
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}
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}
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void ActivitySoundManager::rebuildSwimLoopClipsForProfile(const std::string& raceFolder, const std::string& raceBase, bool male) {
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void ActivitySoundManager::rebuildSwimLoopClipsForProfile([[maybe_unused]] const std::string& raceFolder, [[maybe_unused]] const std::string& raceBase, [[maybe_unused]] bool male) {
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swimLoopClips.clear();
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// WoW 3.3.5a doesn't have dedicated swim loop sounds
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@ -117,10 +117,10 @@ bool AmbientSoundManager::initialize(pipeline::AssetManager* assets) {
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bool forestNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\ForestNormalNight.wav", forestNormalNightSounds_[0], assets);
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forestSnowDaySounds_.resize(1);
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bool forestSnowDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\ForestSnowDay.wav", forestSnowDaySounds_[0], assets);
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loadSound("Sound\\Ambience\\ZoneAmbience\\ForestSnowDay.wav", forestSnowDaySounds_[0], assets);
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forestSnowNightSounds_.resize(1);
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bool forestSnowNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\ForestSnowNight.wav", forestSnowNightSounds_[0], assets);
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loadSound("Sound\\Ambience\\ZoneAmbience\\ForestSnowNight.wav", forestSnowNightSounds_[0], assets);
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beachDaySounds_.resize(1);
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bool beachDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\BeachDay.wav", beachDaySounds_[0], assets);
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@ -129,34 +129,34 @@ bool AmbientSoundManager::initialize(pipeline::AssetManager* assets) {
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bool beachNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\BeachNight.wav", beachNightSounds_[0], assets);
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grasslandsDaySounds_.resize(1);
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bool grasslandsDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\GrasslandsDay.wav", grasslandsDaySounds_[0], assets);
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loadSound("Sound\\Ambience\\ZoneAmbience\\GrasslandsDay.wav", grasslandsDaySounds_[0], assets);
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grasslandsNightSounds_.resize(1);
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bool grasslandsNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\GrassLandsNight.wav", grasslandsNightSounds_[0], assets);
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loadSound("Sound\\Ambience\\ZoneAmbience\\GrassLandsNight.wav", grasslandsNightSounds_[0], assets);
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jungleDaySounds_.resize(1);
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bool jungleDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\JungleDay.wav", jungleDaySounds_[0], assets);
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loadSound("Sound\\Ambience\\ZoneAmbience\\JungleDay.wav", jungleDaySounds_[0], assets);
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jungleNightSounds_.resize(1);
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bool jungleNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\JungleNight.wav", jungleNightSounds_[0], assets);
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loadSound("Sound\\Ambience\\ZoneAmbience\\JungleNight.wav", jungleNightSounds_[0], assets);
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marshDaySounds_.resize(1);
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bool marshDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\MarshDay.wav", marshDaySounds_[0], assets);
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loadSound("Sound\\Ambience\\ZoneAmbience\\MarshDay.wav", marshDaySounds_[0], assets);
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marshNightSounds_.resize(1);
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bool marshNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\MarshNight.wav", marshNightSounds_[0], assets);
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loadSound("Sound\\Ambience\\ZoneAmbience\\MarshNight.wav", marshNightSounds_[0], assets);
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desertCanyonDaySounds_.resize(1);
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bool desertCanyonDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\CanyonDesertDay.wav", desertCanyonDaySounds_[0], assets);
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desertCanyonNightSounds_.resize(1);
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bool desertCanyonNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\CanyonDesertNight.wav", desertCanyonNightSounds_[0], assets);
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loadSound("Sound\\Ambience\\ZoneAmbience\\CanyonDesertNight.wav", desertCanyonNightSounds_[0], assets);
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desertPlainsDaySounds_.resize(1);
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bool desertPlainsDayLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\PlainsDesertDay.wav", desertPlainsDaySounds_[0], assets);
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desertPlainsNightSounds_.resize(1);
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bool desertPlainsNightLoaded = loadSound("Sound\\Ambience\\ZoneAmbience\\PlainsDesertNight.wav", desertPlainsNightSounds_[0], assets);
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loadSound("Sound\\Ambience\\ZoneAmbience\\PlainsDesertNight.wav", desertPlainsNightSounds_[0], assets);
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// Load city ambience sounds (day and night where available)
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stormwindDaySounds_.resize(1);
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@ -169,10 +169,10 @@ bool AmbientSoundManager::initialize(pipeline::AssetManager* assets) {
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bool ironforgeLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\Ironforge.wav", ironforgeSounds_[0], assets);
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darnassusDaySounds_.resize(1);
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bool darnassusDayLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\DarnassusDay.wav", darnassusDaySounds_[0], assets);
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loadSound("Sound\\Ambience\\WMOAmbience\\DarnassusDay.wav", darnassusDaySounds_[0], assets);
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darnassusNightSounds_.resize(1);
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bool darnassusNightLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\DarnassusNight.wav", darnassusNightSounds_[0], assets);
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loadSound("Sound\\Ambience\\WMOAmbience\\DarnassusNight.wav", darnassusNightSounds_[0], assets);
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orgrimmarDaySounds_.resize(1);
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bool orgrimmarDayLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\OrgrimmarDay.wav", orgrimmarDaySounds_[0], assets);
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@ -181,13 +181,13 @@ bool AmbientSoundManager::initialize(pipeline::AssetManager* assets) {
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bool orgrimmarNightLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\OrgrimmarNight.wav", orgrimmarNightSounds_[0], assets);
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undercitySounds_.resize(1);
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bool undercityLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\Undercity.wav", undercitySounds_[0], assets);
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loadSound("Sound\\Ambience\\WMOAmbience\\Undercity.wav", undercitySounds_[0], assets);
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thunderbluffDaySounds_.resize(1);
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bool thunderbluffDayLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\ThunderBluffDay.wav", thunderbluffDaySounds_[0], assets);
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loadSound("Sound\\Ambience\\WMOAmbience\\ThunderBluffDay.wav", thunderbluffDaySounds_[0], assets);
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thunderbluffNightSounds_.resize(1);
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bool thunderbluffNightLoaded = loadSound("Sound\\Ambience\\WMOAmbience\\ThunderBluffNight.wav", thunderbluffNightSounds_[0], assets);
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loadSound("Sound\\Ambience\\WMOAmbience\\ThunderBluffNight.wav", thunderbluffNightSounds_[0], assets);
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// Load bell toll sounds
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bellAllianceSounds_.resize(1);
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@ -295,7 +295,7 @@ void CombatSoundManager::playWeaponMiss(bool twoHanded) {
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}
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}
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void CombatSoundManager::playImpact(WeaponSize weaponSize, ImpactType impactType, bool isCrit) {
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void CombatSoundManager::playImpact([[maybe_unused]] WeaponSize weaponSize, ImpactType impactType, bool isCrit) {
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// Select appropriate impact sound library
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const std::vector<CombatSample>* normalLibrary = nullptr;
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const std::vector<CombatSample>* critLibrary = nullptr;
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@ -34,16 +34,16 @@ bool UiSoundManager::initialize(pipeline::AssetManager* assets) {
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bool charSheetCloseLoaded = loadSound("Sound\\Interface\\iAbilitiesCloseA.wav", characterSheetCloseSounds_[0], assets);
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auctionOpenSounds_.resize(1);
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bool auctionOpenLoaded = loadSound("Sound\\Interface\\AuctionWindowOpen.wav", auctionOpenSounds_[0], assets);
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loadSound("Sound\\Interface\\AuctionWindowOpen.wav", auctionOpenSounds_[0], assets);
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auctionCloseSounds_.resize(1);
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bool auctionCloseLoaded = loadSound("Sound\\Interface\\AuctionWindowClose.wav", auctionCloseSounds_[0], assets);
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loadSound("Sound\\Interface\\AuctionWindowClose.wav", auctionCloseSounds_[0], assets);
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guildBankOpenSounds_.resize(1);
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bool guildBankOpenLoaded = loadSound("Sound\\Interface\\GuildVaultOpen.wav", guildBankOpenSounds_[0], assets);
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loadSound("Sound\\Interface\\GuildVaultOpen.wav", guildBankOpenSounds_[0], assets);
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guildBankCloseSounds_.resize(1);
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bool guildBankCloseLoaded = loadSound("Sound\\Interface\\GuildVaultClose.wav", guildBankCloseSounds_[0], assets);
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loadSound("Sound\\Interface\\GuildVaultClose.wav", guildBankCloseSounds_[0], assets);
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// Load button sounds
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buttonClickSounds_.resize(1);
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@ -63,7 +63,7 @@ bool UiSoundManager::initialize(pipeline::AssetManager* assets) {
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bool questFailedLoaded = loadSound("Sound\\Interface\\igQuestFailed.wav", questFailedSounds_[0], assets);
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questUpdateSounds_.resize(1);
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bool questUpdateLoaded = loadSound("Sound\\Interface\\iQuestUpdate.wav", questUpdateSounds_[0], assets);
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loadSound("Sound\\Interface\\iQuestUpdate.wav", questUpdateSounds_[0], assets);
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// Load loot sounds
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lootCoinSmallSounds_.resize(1);
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@ -86,13 +86,13 @@ bool UiSoundManager::initialize(pipeline::AssetManager* assets) {
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bool pickupBookLoaded = loadSound("Sound\\Interface\\PickUp\\PickUpBook.wav", pickupBookSounds_[0], assets);
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pickupClothSounds_.resize(1);
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bool pickupClothLoaded = loadSound("Sound\\Interface\\PickUp\\PickUpCloth_Leather01.wav", pickupClothSounds_[0], assets);
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loadSound("Sound\\Interface\\PickUp\\PickUpCloth_Leather01.wav", pickupClothSounds_[0], assets);
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pickupFoodSounds_.resize(1);
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bool pickupFoodLoaded = loadSound("Sound\\Interface\\PickUp\\PickUpFoodGeneric.wav", pickupFoodSounds_[0], assets);
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loadSound("Sound\\Interface\\PickUp\\PickUpFoodGeneric.wav", pickupFoodSounds_[0], assets);
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pickupGemSounds_.resize(1);
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bool pickupGemLoaded = loadSound("Sound\\Interface\\PickUp\\PickUpGems.wav", pickupGemSounds_[0], assets);
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loadSound("Sound\\Interface\\PickUp\\PickUpGems.wav", pickupGemSounds_[0], assets);
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// Load eating/drinking sounds
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eatingSounds_.resize(1);
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@ -107,13 +107,13 @@ bool UiSoundManager::initialize(pipeline::AssetManager* assets) {
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// Load error/feedback sounds
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errorSounds_.resize(1);
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bool errorLoaded = loadSound("Sound\\Interface\\Error.wav", errorSounds_[0], assets);
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loadSound("Sound\\Interface\\Error.wav", errorSounds_[0], assets);
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selectTargetSounds_.resize(1);
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bool selectTargetLoaded = loadSound("Sound\\Interface\\iSelectTarget.wav", selectTargetSounds_[0], assets);
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loadSound("Sound\\Interface\\iSelectTarget.wav", selectTargetSounds_[0], assets);
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deselectTargetSounds_.resize(1);
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bool deselectTargetLoaded = loadSound("Sound\\Interface\\iDeselectTarget.wav", deselectTargetSounds_[0], assets);
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loadSound("Sound\\Interface\\iDeselectTarget.wav", deselectTargetSounds_[0], assets);
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LOG_INFO("UISoundManager: Window sounds - Bag: ", (bagOpenLoaded && bagCloseLoaded) ? "YES" : "NO",
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", QuestLog: ", (questLogOpenLoaded && questLogCloseLoaded) ? "YES" : "NO",
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