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July 2000: [Freeciv-Dev] Re: sound development |
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[Freeciv-Dev] Re: sound development[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
As far as I can see it would be best to implement the playing of sounds (not generation of events & in-code function calls) in the same vain as the GUI clients, selecting one at ./configure time. Then we get the huge benefit of portability as different C-files can be used for various *NIX sound systems (OSS(/free), ALSA, various libs, esd, etcetc) & for windows,amiga,BeOS & MacOS/OS X even. Just my £0.02 SamBC > -----Original Message----- > From: hunter@xxxxxxxxxxxx [mailto:hunter@xxxxxxxxxxxx]On Behalf Of Jarda > Benkovsky > Sent: 29 June 2000 10:33 > To: Tuomas Airaksinen > Cc: freeciv-dev@xxxxxxxxxxx > Subject: [Freeciv-Dev] Re: sound development > > > Tuomas Airaksinen wrote: > > And others that are listed on sound development page at > freeciv.org, yep. > > Unfortunately there's not much more than the events atm :( > > > > data1 and data2 would be opaque pointers to appropriate data for given > > > > Do you mean that all the sounds should be loaded into memory or > something? > > No. The sound() function will select proper sound handle for the action > and parameters and pass it to actual sound making plugin. The handle > could be filename. > > something like > > void sound (pplayer, action, data1, data2) { > Sound snd_handle = get_sound_handle (pplayer, action, data1, data2); > sound_play (snd_handle); > } > > The get_sound_handle() selects sound handle based on config file and > combination of parameters. > > The way I want it to work (and the direction in which I am developing) > is to resemble X resources. > > sound_play() is a stub function for plugin's play function. It might mix > the wave with others, spool it to esd, whatever it needs to do the > output > > > I'm not a specialist but I think we should use some present > library/mechanism > > for sounds (I would suggest libesd or libmikmod). > > As I have written in other mail, atm I am not interested in actual > implementation of sound output. I want to do it through plugins, > however. So there could be plugins for esound and for libmikmod or > whatever > > > > The SOUND would be a macro so it could be disabled during compilation > > > > Umm.. Yes, why not. Or simply a function ( sound(params)), which would > > check if SOUND is defined or not (and select mechanism to use if there > > function call overhead (if not optimized out by compiler). But it does > not matter atm too :) > > Edheldil > > >
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