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Add MPQ file probing for NPC voices and tavern music
Tests various potential sound file paths at startup and logs which ones exist in the MPQ. This will show us the correct file paths to use for both NPC voices and tavern music.
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1 changed files with 28 additions and 0 deletions
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@ -20,6 +20,34 @@ bool NpcVoiceManager::initialize(pipeline::AssetManager* assets) {
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return false;
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}
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// Probe for actual sound file paths
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LOG_INFO("=== Probing for NPC voice files ===");
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std::vector<std::string> testPaths = {
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"Sound\\Character\\Human\\HumanMaleHello01.wav",
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"Sound\\Character\\Human\\HumanMaleGreeting01.wav",
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"Sound\\Character\\Human\\HumanVocMaleHello01.wav",
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"Sound\\Character\\PCVoice\\Human\\Male\\HumanMaleHello01.wav",
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"Sound\\Character\\PCGuildGreetings\\HumanMaleGuildGreeting01.wav",
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"Sound\\Character\\Human\\HumanVocMaleYes01.wav",
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"Sound\\Character\\Human\\HumanVocMaleYes02.wav",
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"Sound\\Character\\Human\\HumanVocMaleYes03.wav",
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};
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for (const auto& path : testPaths) {
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bool exists = assetManager_->fileExists(path);
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LOG_INFO(" ", path, ": ", (exists ? "EXISTS" : "NOT FOUND"));
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}
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LOG_INFO("=== Probing for tavern music files ===");
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std::vector<std::string> musicPaths = {
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"Sound\\Music\\GlueScreenMusic\\tavern_01.mp3",
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"Sound\\Music\\GlueScreenMusic\\BC_Alehouse.mp3",
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"Sound\\Music\\ZoneMusic\\Tavern\\tavernAlliance01.mp3",
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};
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for (const auto& path : musicPaths) {
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bool exists = assetManager_->fileExists(path);
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LOG_INFO(" ", path, ": ", (exists ? "EXISTS" : "NOT FOUND"));
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}
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LOG_INFO("===================================");
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loadVoiceSounds();
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int totalSamples = 0;
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