Re: [Freeciv-Dev] Sound capability?
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On Mon, 28 Dec 1998, Scott Goehring wrote:
>
> It's only _criminal_ (under US law) if you used them commercially.
> It's a civil infringement regardless, and you can still be sued.
>
Ah, I see. Scratch that idea. So we are going to have to make the
sounds. I would be willing to make the actual wav (possible alternative
formats?) if someone wants to come up with a list of things we need sounds
for. I think sounds would be good for a few things:
game startup
server connection
attacks (different sounds for various unit types?)
special messages (new wonders, bigger cities, unrest, etc)
Also, as far an implementing the sounds in the code, IMO it would be
easiest, and most flexible for the game user to specify a commandline
wav player available on his/her system. It gives them both the option of
whether he wants sounds or not as well as the method used to play it.
However, my knowledge of implementing any type of /dev/dsp access is
limited. Could someone introduce me to information on dsp use?
Finally, I think it should be completely up to the player whether or not
he wants to download the sounds, so the code will have to be capable of
recognizing the absense of the files and disregard it as opposed to
assuming they are present and executing the wav palyer or using /dev/dsp.
I hope to get started looking through the code to find out where sound
playing might best be implemented (I am not familiar with the freeciv code
at all) and maybe start sampling/producing various wavs.
Cheers,
Will Stockwell
waldo@xxxxxxxxxxxxxx
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