Complete.Org: Mailing Lists: Archives: freeciv-dev: December 2001:
[Freeciv-Dev] Re: Sound patch v1
Home

[Freeciv-Dev] Re: Sound patch v1

[Top] [All Lists]

[Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
To: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: Sound patch v1
From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Date: Thu, 6 Dec 2001 10:24:12 +0100 (MET)

On Thu, 6 Dec 2001, Daniel Sjölie wrote:
> I still don't see why you need to involve the server in the sound
> playing... Won't the client know about all events sound might be played
> for anyway?? I really think it's the same as for tilesets - the server
> shouldn't concern itself with what sounds I'm playing...
>
> So, could you please explain your position? (once again?) :)

As far as possible I will keep it in the client, but the client doesn't
always have enough information to know when to play sounds. For example,
it doesn't know when a wonder is built. There are three ways to solve
this:

1. Parse the notify_player text in the client. I think this solution is
ugly and it will be easy to break it inadvertently.
2. Give the client more information about what it going on (supplementing
or replacing notify_player_*). See Raimar and Dirk's notes patch, and the
discussion in 1999 (I think) on notify_player and why it should be
replaced. This was my original intention, but it is a lot of work and
there is no longer consensus for it.
3. Add sound packets. Easy to do, and resulting code short and easy to
understand.

Yours,
Per

"It is a miracle that curiosity survives formal education."
 -- Albert  Einstein






[Prev in Thread] Current Thread [Next in Thread]