* GroundWork
-Reverted SFXPlaylist since it is going to be made from an asset now instead.
-Added extra options to soundAssets description.
-SFXPlaylist may need an onAdd function
* Update sfxController.cpp
* SFXPlaylist data
-Added sfxPlaylist init persist fields for the slots to sound asset
-Added logic to fil sfxPlaylist if more than 1 slot is filled
* Update SoundAsset.cpp
to stop git ci complaining, assetImporter........
* Update SoundAsset.h
* sfxPlaylist
-Fix: incomplete type error
-Added onAdd and onRemove to playlist
-SoundAsset getProfile define now returns playlist if the asset is a playlist.
* Update SoundAsset.h
-updated asset array to return playlist or profile depending on what the asset is
* SFXPlaylist working
-SFXPlaylist works
AudioChannelDefault gets its volume set to 0 for some reason and was throwing off making sfxPlaylist inaudible.
Still an exception when closing if using a playlist trips on line 355 of sfxSound
* Update sfxSound.h
* setSoundFile index null fix
* Update SoundAsset.h
* Update SoundAsset.h
* netstream safety in case of a null asset assignment
* Update sfxController.cpp
added safeties around a null playlist trying to play.
* Update with Az's asset err code changes
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Co-authored-by: AzaezelX <quillus@hotmail.com>
while that certainly works for most cases it falls apart when dealing with postfx where it's an unnamed array of variable types of inputs.
shifted the profile assignment to #define INIT_IMAGEASSET_ARRAY(name, profile, index) so there's still a really obvious point where you can see the default setting, even if it's not in the more desireable OG definition spot
for postfx in particular, given we can swap that, provided an example of how to do just that
Processed core, tools and default modules to utilize assets
Converted all console types that were string based, such as TypeImageFilename to utilize const char*/the string table, which avoids a lot of type swapping shenanigans and avoids string corruption
Removed unneeded MainEditor mockup module
Removed some unused/duplicate image assets from the tools