[Freeciv-Dev] Sound patch v1
[Top] [All Lists]
[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
Hi there,
I've reworked my old sound patch from way back when(*) to the point where
it now works (well, just barely). It plays sounds for the intro, end
of turn and for wonders. It uses a new sound packet, so it breaks
backwards compatibility.
I've written support for Esound (GNOME sound daemon), aRts (KDE sound
daemon) and raw /dev/dsp, but as of now, I would not recommend using it
with anything other than Esound. Adding support for other targets should
be very easy. See "README.sound".
To use it, you also need the libaudiofile library - comes with both esound
and aRts. You also need Civ2, as you must copy its sounds into your
data/civ2 directory and start civclient with the "--audio civ2sounds.spec"
parameter. Have not started looking at the freely available sounds yet.
Outstanding issues (probably plenty more than this):
- aRts probably broken
- aRts and dsp targets cannot loop sound (probably no easy way to fix)
- configure does not check for libaudiofile.h
- poorly tested yet (bug'o'rama)
- the patch includes my previous nitpick spelling patch (please apply!:)
- not yet added a capability string
Please read and comment! I want feedback on the overall architecture.
Questions:
- what other events deserve sounds? (nukes, game victory, revolution,...)
- should all units have their own move sounds? (I think perhaps a single
move sound for all units is good enough)
- is the architecture ok? PLEASE tell me now rather than later
- is it well enough documented?
- does all those file reads slow freeciv down too much? I can add some
cacheing but that will really hurt memory usage
Yours,
Per
* Yes I have looked at the four (sic!) sound patches to have arrived after
I first started mine two years ago, and found them all wanting.
"It is a miracle that curiosity survives formal education."
-- Albert Einstein
sound5.patch.gz
Description: Binary data
- [Freeciv-Dev] Sound patch v1,
Per I. Mathisen <=
|
|