WotLK 3.3.5a uses .wav files for NPC voices, not .ogg as shown in retail Wowhead. Fixed audio engine to preserve original sample rate from WAV files (preventing chipmunk playback). Implemented race/gender detection using CreatureDisplayInfo.dbc and CreatureDisplayInfoExtra.dbc to play correct voice types for each NPC.
MPQs may store files internally with forward slashes. Testing both:
- Sound/Creature/... (forward slashes)
- Sound\Creature\... (backslashes)
This should help identify the correct path format for accessing files.
Tests various path structures to find where voice files actually exist:
- Wowhead StandardNPC paths
- Lowercase variations
- PC voice files (HumanVocMale/Female - player emotes)
- VO/Voice directories
- Simpler creature paths
This will help identify which files actually exist in the 3.3.5a MPQs.
NPC sounds are in Sound\Creature\[npctype]\ not Sound\Character\.
Changed to use correct paths like humanmalestandardnpc/humanfemalestandardnpc
with .ogg extension. This matches actual WoW 3.3.5a structure.
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.
Added extensive logging to diagnose issues:
- Logs WMO model IDs when entering WMOs (to identify correct tavern IDs)
- Logs when tavern music should be playing
- Logs NPC voice playGreeting calls and their results
- Logs which sound files are being played
- Added more emote variations (Hello, Yes) for NPC voices
This will help identify why tavern music and NPC voices aren't working.
NPC voice fixes:
- Changed sound paths from "Greeting" to "Hello" emote (more reliable)
- Added warning log when no voice samples load
- Voice files should now play when clicking NPCs
Tavern music:
- Detect tavern WMOs by model ID (inn buildings)
- Play tavern-specific music when inside taverns
- Crossfade back to zone music when exiting taverns
- Adds cozy ambient music to inn/tavern buildings
The mount dust code was calling camera->getForward() without checking if
camera was null first, causing a crash that prevented mounting/dismounting.
Added camera null check to the condition.