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Can't load sounds from quake archive.


Dreikblack
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Go to solution Solved by Josh,

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No problem with models but LoadSound returns null (and works for sounds outside an archive). In the asset editor sounds can be loaded.

#include "UltraEngine.h"
#include "Components/CameraControls.hpp"

using namespace UltraEngine;

int main(int argc, const char* argv[])
{
    //Get the displays
    auto displays = GetDisplays();

    //Create a window
    auto window = CreateWindow("Ultra Engine", 0, 0, 1280, 720, displays[0], WINDOW_CENTER | WINDOW_TITLEBAR);

    //Create a world
    auto world = CreateWorld();
    world->SetAmbientLight(0);

    //Create a framebuffer
    auto framebuffer = CreateFramebuffer(window);

    //Load FreeImage plugin
    auto plg = LoadPlugin("Plugins/FITextureLoader");
    auto quakeLoaderPlugin = LoadPlugin("Plugins/QuakeLoader");

    //Load model
    WString path = AppDir();
    auto pak = LoadPackage(path + "/PAK0.PAK");
    ChangeDir(path);
    auto model = LoadModel(world, "progs/quaddama.mdl");
    model->Turn(0, 180, 0, true);

    auto soundPath = WString("sound/misc/water2.waw");
    auto sound = LoadSound(soundPath);
    sound->Play();

    //Environment maps
    auto specmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/specular.dds");
    auto diffmap = LoadTexture("https://github.com/UltraEngine/Assets/raw/main/Materials/Environment/footprint_court/diffuse.dds");
    world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_BACKGROUND);
    world->SetEnvironmentMap(specmap, ENVIRONMENTMAP_SPECULAR);
    world->SetEnvironmentMap(diffmap, ENVIRONMENTMAP_DIFFUSE);

    //Create a camera    
    auto camera = CreateCamera(world);
    camera->SetClearColor(0, 0, 1);
    camera->SetPosition(model->GetBounds().center);
    camera->Move(0, 0, -0.3);
    camera->SetRange(0.01, 100);
    camera->SetFov(70);
    camera->AddPostEffect(LoadPostEffect("Shaders/PostEffects/FXAA.json"));

    //Create light
    auto light = CreateBoxLight(world);
    light->SetRange(-10, 10);
    light->SetArea(15, 15);
    light->SetRotation(45, 35, 0);
    light->SetColor(1.2);

    //Main loop
    while (window->Closed() == false and window->KeyDown(KEY_ESCAPE) == false)
    {
        world->Update();
        world->Render(framebuffer);
    }
    return 0;
}

 

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