[Freeciv-Dev] Re: Sound patch v1
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On Thu, 6 Dec 2001, Raimar Falke wrote:
> > - what other events deserve sounds? (nukes, game victory, revolution,...)
>
> All.
Ok.
> > - should all units have their own move sounds? (I think perhaps a single
> > move sound for all units is good enough)
>
> All. There will be categories like ships, armor, cavalier,... but the
> sound system does have to know about these.
Ok.
> Make
> +#define AU_NORMAL 0
> +#define AU_LOOP 1
> an enum.
Sure, but why? (Just curious.)
> The sound_bell change is bad. Not everybody will use sound.
I figured if they don't want sound, they don't want the bell either. The
bell is unimplemented in many architectures and moving it out of the
gui-dependent part is good, IMHO.
But I'll reinstate the bell if that is what you want. The big question
then is: What should be the behaviour if audio_mute is true _and_ the
sound bell option is true? Should it be interpreted as "I just don't want
most sound but I want turn bells" or as "all sound shut up"? So far
audio_mute is only set as a run-time parameter, but it should probably be
an in-game option too. Personally I'd prefer that it takes the place of
the turn bell option.
> printf is bad.
Gone once code is stable...
> You should add PACKET_SOUND at the end.
Ok.
> I'm not sure about the alt tag. Either remove it or replace it with an
> array.
The reason it is there is to allow servers to install a modpack with extra
sounds without requiring the clients to do the same. Clients that don't
install the extra sounds get a fallback on sounds in the standard freeciv
distribution. An array is not needed. I know the alt tag looks kludgy but
it works, and there's a precendent in the graphics code (graphics also
have alt tags).
> Before this gets included you should IMHO supply non-Civ2 sounds. We
> can't ship them and we can't demand that the people have it.
Sure.
Thanks for the comments.
Yours,
Per
"It is a miracle that curiosity survives formal education."
-- Albert Einstein
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