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)
This commit is contained in:
Kelsi 2026-02-17 18:52:19 -08:00
parent e73bedd78b
commit c998c945bf
3 changed files with 28 additions and 6 deletions

View file

@ -11,6 +11,7 @@ struct ma_engine;
struct ma_sound;
namespace wowee {
namespace pipeline { class AssetManager; }
namespace audio {
/**
@ -32,6 +33,9 @@ public:
void setMasterVolume(float volume);
float getMasterVolume() const { return masterVolume_; }
// Asset manager (enables sound loading by MPQ path)
void setAssetManager(pipeline::AssetManager* am) { assetManager_ = am; }
// 3D listener position (for positional audio)
void setListenerPosition(const glm::vec3& position);
void setListenerOrientation(const glm::vec3& forward, const glm::vec3& up);
@ -81,6 +85,8 @@ private:
glm::vec3 listenerForward_{0.0f, 0.0f, -1.0f};
glm::vec3 listenerUp_{0.0f, 1.0f, 0.0f};
pipeline::AssetManager* assetManager_ = nullptr;
// miniaudio engine (opaque pointer)
ma_engine* engine_ = nullptr;
};

View file

@ -3,6 +3,7 @@
#include "core/logger.hpp"
#include "pipeline/asset_manager.hpp"
#include "../../extern/miniaudio.h"
#include <cstring>
@ -285,10 +286,16 @@ bool AudioEngine::playSound2D(const std::vector<uint8_t>& wavData, float volume,
}
bool AudioEngine::playSound2D(const std::string& mpqPath, float volume, float pitch) {
// TODO: Load from AssetManager
// For now, return false (not implemented)
LOG_WARNING("AudioEngine::playSound2D from MPQ path not yet implemented");
return false;
if (!assetManager_) {
LOG_WARNING("AudioEngine::playSound2D(path): no AssetManager set");
return false;
}
auto data = assetManager_->readFile(mpqPath);
if (data.empty()) {
LOG_WARNING("AudioEngine::playSound2D: failed to load '", mpqPath, "'");
return false;
}
return playSound2D(data, volume, pitch);
}
bool AudioEngine::playSound3D(const std::vector<uint8_t>& wavData, const glm::vec3& position,
@ -367,8 +374,16 @@ bool AudioEngine::playSound3D(const std::vector<uint8_t>& wavData, const glm::ve
bool AudioEngine::playSound3D(const std::string& mpqPath, const glm::vec3& position,
float volume, float pitch, float maxDistance) {
// TODO: Implement 3D positional audio
return playSound2D(mpqPath, volume, pitch);
if (!assetManager_) {
LOG_WARNING("AudioEngine::playSound3D(path): no AssetManager set");
return false;
}
auto data = assetManager_->readFile(mpqPath);
if (data.empty()) {
LOG_WARNING("AudioEngine::playSound3D: failed to load '", mpqPath, "'");
return false;
}
return playSound3D(data, position, volume, pitch, maxDistance);
}
bool AudioEngine::playMusic(const std::vector<uint8_t>& musicData, float volume, bool loop) {

View file

@ -3016,6 +3016,7 @@ bool Renderer::loadTestTerrain(pipeline::AssetManager* assetManager, const std::
// Initialize music manager with asset manager
if (musicManager && assetManager && !cachedAssetManager) {
audio::AudioEngine::instance().setAssetManager(assetManager);
musicManager->initialize(assetManager);
if (footstepManager) {
footstepManager->initialize(assetManager);