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Implement MPQ-path sound loading in AudioEngine
Add AssetManager hookup to AudioEngine so the path-based playSound2D/3D overloads can load files on demand rather than requiring preloading. - Add setAssetManager() to AudioEngine (called during world load alongside other audio manager initializations) - playSound2D(mpqPath) now calls assetManager->readFile() then delegates to the vector<uint8_t> overload (removes the "not yet implemented" warning) - playSound3D(mpqPath, position) same — delegates to the fully spatialized vector overload (was previously silently falling back to 2D)
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3 changed files with 28 additions and 6 deletions
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@ -11,6 +11,7 @@ struct ma_engine;
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struct ma_sound;
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namespace wowee {
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namespace pipeline { class AssetManager; }
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namespace audio {
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/**
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@ -32,6 +33,9 @@ public:
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void setMasterVolume(float volume);
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float getMasterVolume() const { return masterVolume_; }
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// Asset manager (enables sound loading by MPQ path)
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void setAssetManager(pipeline::AssetManager* am) { assetManager_ = am; }
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// 3D listener position (for positional audio)
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void setListenerPosition(const glm::vec3& position);
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void setListenerOrientation(const glm::vec3& forward, const glm::vec3& up);
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@ -81,6 +85,8 @@ private:
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glm::vec3 listenerForward_{0.0f, 0.0f, -1.0f};
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glm::vec3 listenerUp_{0.0f, 1.0f, 0.0f};
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pipeline::AssetManager* assetManager_ = nullptr;
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// miniaudio engine (opaque pointer)
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ma_engine* engine_ = nullptr;
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};
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@ -3,6 +3,7 @@
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#include "core/logger.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "../../extern/miniaudio.h"
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#include <cstring>
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@ -285,10 +286,16 @@ bool AudioEngine::playSound2D(const std::vector<uint8_t>& wavData, float volume,
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}
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bool AudioEngine::playSound2D(const std::string& mpqPath, float volume, float pitch) {
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// TODO: Load from AssetManager
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// For now, return false (not implemented)
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LOG_WARNING("AudioEngine::playSound2D from MPQ path not yet implemented");
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return false;
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if (!assetManager_) {
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LOG_WARNING("AudioEngine::playSound2D(path): no AssetManager set");
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return false;
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}
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auto data = assetManager_->readFile(mpqPath);
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if (data.empty()) {
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LOG_WARNING("AudioEngine::playSound2D: failed to load '", mpqPath, "'");
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return false;
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}
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return playSound2D(data, volume, pitch);
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}
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bool AudioEngine::playSound3D(const std::vector<uint8_t>& wavData, const glm::vec3& position,
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@ -367,8 +374,16 @@ bool AudioEngine::playSound3D(const std::vector<uint8_t>& wavData, const glm::ve
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bool AudioEngine::playSound3D(const std::string& mpqPath, const glm::vec3& position,
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float volume, float pitch, float maxDistance) {
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// TODO: Implement 3D positional audio
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return playSound2D(mpqPath, volume, pitch);
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if (!assetManager_) {
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LOG_WARNING("AudioEngine::playSound3D(path): no AssetManager set");
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return false;
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}
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auto data = assetManager_->readFile(mpqPath);
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if (data.empty()) {
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LOG_WARNING("AudioEngine::playSound3D: failed to load '", mpqPath, "'");
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return false;
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}
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return playSound3D(data, position, volume, pitch, maxDistance);
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}
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bool AudioEngine::playMusic(const std::vector<uint8_t>& musicData, float volume, bool loop) {
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@ -3016,6 +3016,7 @@ bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::
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// Initialize music manager with asset manager
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if (musicManager && assetManager && !cachedAssetManager) {
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audio::AudioEngine::instance().setAssetManager(assetManager);
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musicManager->initialize(assetManager);
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if (footstepManager) {
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footstepManager->initialize(assetManager);
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