feat(gta-core-rdr3): support resource audio wavepacks - #4172
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Signed-off-by: Mosquito-Man <awesato@gmail.com>
Signed-off-by: Mosquito-Man <awesato@gmail.com>
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Goal of this PR
Port FiveM's resource
AUDIO_WAVEPACKsupport to RedM.This allows RedM resources to stream custom AWC wavepacks using the same fxmanifest layout as FiveM,
How is this PR achieving the goal
Uses a similar approach to FiveM's PatchAudioWavePackOverlay for RedM.
Resource wavepacks are checked when the game builds the path for an audio bank, while keeping the original game path as fallback.
RedM resources can mount after the audio engine has initialized, so already loaded banks affected by a new or removed wavepack are requested again.
The RPF2 VFS metadata is also populated so RAGE can read these files properly from resources.
Replacement wavepacks have been tested. I wasn't able to test completely new wavepacks, as exposing new sounds and events generally also requires matching audio metadata, which is outside the scope of this PR.
This PR applies to the following area(s)
RedM
Successfully tested on
Game builds: 1491
Platforms: Windows
Tested 33 AWC banks across 7 wavepacks, including resource restarts while affected bank requests were in flight, mounting before and after audio engine initialization, and local/distant weapon sounds.
Checklist
Fixes issues