audio_resource_loader.cpp 3.0 KB

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  1. #include "audio_resource_loader.h"
  2. #include "game/audio/audio_system.h"
  3. #include <QCoreApplication>
  4. #include <QDebug>
  5. #include <QDir>
  6. void AudioResourceLoader::load_audio_resources() {
  7. auto &audio_sys = AudioSystem::getInstance();
  8. QString const base_path =
  9. QCoreApplication::applicationDirPath() + "/assets/audio/";
  10. qInfo() << "Loading audio resources from:" << base_path;
  11. QDir const audio_dir(base_path);
  12. if (!audio_dir.exists()) {
  13. qWarning() << "Audio assets directory does not exist:" << base_path;
  14. qWarning() << "Application directory:"
  15. << QCoreApplication::applicationDirPath();
  16. return;
  17. }
  18. if (audio_sys.loadSound("archer_voice",
  19. (base_path + "voices/archer_voice.wav").toStdString(),
  20. AudioCategory::VOICE)) {
  21. qInfo() << "Loaded archer voice";
  22. } else {
  23. qWarning() << "Failed to load archer voice from:"
  24. << (base_path + "voices/archer_voice.wav");
  25. }
  26. if (audio_sys.loadSound(
  27. "swordsman_voice",
  28. (base_path + "voices/swordsman_voice.wav").toStdString(),
  29. AudioCategory::VOICE)) {
  30. qInfo() << "Loaded swordsman voice";
  31. } else {
  32. qWarning() << "Failed to load swordsman voice from:"
  33. << (base_path + "voices/swordsman_voice.wav");
  34. }
  35. if (audio_sys.loadSound(
  36. "spearman_voice",
  37. (base_path + "voices/spearman_voice.wav").toStdString(),
  38. AudioCategory::VOICE)) {
  39. qInfo() << "Loaded spearman voice";
  40. } else {
  41. qWarning() << "Failed to load spearman voice from:"
  42. << (base_path + "voices/spearman_voice.wav");
  43. }
  44. if (audio_sys.loadMusic("music_peaceful",
  45. (base_path + "music/peaceful.wav").toStdString())) {
  46. qInfo() << "Loaded peaceful music";
  47. } else {
  48. qWarning() << "Failed to load peaceful music from:"
  49. << (base_path + "music/peaceful.wav");
  50. }
  51. if (audio_sys.loadMusic("music_tense",
  52. (base_path + "music/tense.wav").toStdString())) {
  53. qInfo() << "Loaded tense music";
  54. } else {
  55. qWarning() << "Failed to load tense music from:"
  56. << (base_path + "music/tense.wav");
  57. }
  58. if (audio_sys.loadMusic("music_combat",
  59. (base_path + "music/combat.wav").toStdString())) {
  60. qInfo() << "Loaded combat music";
  61. } else {
  62. qWarning() << "Failed to load combat music from:"
  63. << (base_path + "music/combat.wav");
  64. }
  65. if (audio_sys.loadMusic("music_victory",
  66. (base_path + "music/victory.wav").toStdString())) {
  67. qInfo() << "Loaded victory music";
  68. } else {
  69. qWarning() << "Failed to load victory music from:"
  70. << (base_path + "music/victory.wav");
  71. }
  72. if (audio_sys.loadMusic("music_defeat",
  73. (base_path + "music/defeat.wav").toStdString())) {
  74. qInfo() << "Loaded defeat music";
  75. } else {
  76. qWarning() << "Failed to load defeat music from:"
  77. << (base_path + "music/defeat.wav");
  78. }
  79. qInfo() << "Audio resources loading complete";
  80. }