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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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@ -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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