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

@ -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);