I decided to finally do that resource storage class from #1125 we've been talking about to get rid of the duplicate logic we have all over the engine. After this we just have to spread the class to all of the systems and we'll have centralized id checking for debug mode. This is better because it's less likely we'll make mistakes, as we have done in the past, when it comes to checking ids.
The main idea is that the asset array has dense storage which makes it very friendly to the cache. I use a bool to mark whether each asset is still alive. The constructor accepts the string name of the type of asset the array is storing for clearer debugging.
I have switched DirectSound to use the new asset storage so I could throw out a bunch of its broken logic.
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