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feat: log GPU vendor/name at init, add PLAY_SOUND diagnostics
Log GPU name and vendor ID during VkContext initialization for easier debugging of GPU-specific issues (FSR3, driver compat, etc.). Add isAmdGpu()/isNvidiaGpu() accessors. Temporarily log SMSG_PLAY_SOUND and SMSG_PLAY_OBJECT_SOUND at WARN level (sound ID, name, file path) to diagnose unidentified ambient NPC sounds reported by the user.
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3 changed files with 16 additions and 0 deletions
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@ -2895,10 +2895,12 @@ void Application::setupUICallbacks() {
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const uint32_t row = static_cast<uint32_t>(idx);
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std::string dir = dbc->getString(row, 23);
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std::string soundName = dbc->getString(row, 2);
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for (uint32_t f = 3; f <= 12; ++f) {
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std::string name = dbc->getString(row, f);
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if (name.empty()) continue;
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std::string path = dir.empty() ? name : dir + "\\" + name;
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LOG_WARNING("PLAY_SOUND: id=", soundId, " name='", soundName, "' path=", path);
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audio::AudioEngine::instance().playSound2D(path);
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return;
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}
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@ -2916,11 +2918,15 @@ void Application::setupUICallbacks() {
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const uint32_t row = static_cast<uint32_t>(idx);
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std::string dir = dbc->getString(row, 23);
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std::string soundName = dbc->getString(row, 2);
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for (uint32_t f = 3; f <= 12; ++f) {
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std::string name = dbc->getString(row, f);
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if (name.empty()) continue;
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std::string path = dir.empty() ? name : dir + "\\" + name;
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LOG_WARNING("PLAY_OBJECT_SOUND: id=", soundId, " name='", soundName, "' path=", path,
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" src=0x", std::hex, sourceGuid, std::dec);
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// Play as 3D sound if source entity position is available
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auto entity = gameHandler->getEntityManager().getEntity(sourceGuid);
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if (entity) {
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