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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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| .. | ||
| activity_sound_manager.hpp | ||
| ambient_sound_manager.hpp | ||
| audio_engine.hpp | ||
| combat_sound_manager.hpp | ||
| footstep_manager.hpp | ||
| mount_sound_manager.hpp | ||
| movement_sound_manager.hpp | ||
| music_manager.hpp | ||
| npc_voice_manager.hpp | ||
| spell_sound_manager.hpp | ||
| ui_sound_manager.hpp | ||