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To: <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Sound patch v2
From: "Per I. Mathisen" <Per.Inge.Mathisen@xxxxxxxxxxx>
Date: Thu, 20 Dec 2001 13:03:00 +0100 (MET)

Second attempt to post it, this time with attachment gzipped. I suppose
this list has a limit on attachment size? :)

Version 0.2, changes from 0.1:
        - main sound engine rewritten to offer better simultaneity
          (is that really a word?). i'm a bit uncertain if perhaps
          this was way overboard for esound's part, and that it
          could have worked fine as it was. oh well.
        - removed support for aRts and raw /dev/dsp; arts C library
          and dsp do not offer good enough high-level functions for
          mixing and cacheing samples, so we would have to write our
          own mixer and added sound to the main loops, which I found
          too much bother. I plan to add proper aRts (not artsc)
          support later.
        - added support for SDL. it needs the auxiliary library
          SDL_mixer to work. might perhaps be an idea to compile
          it in statically on some platforms that have SDL by
          default but not SDL_mixer. Should work on most platforms
        - separated out music (looped waves) function calls and
          removed the hackish AU_NORMAL/AU_LOOP defines
        - esound occasionally stops working, not just in freeciv
          but, like, totally (only fallback functions work). looking
          at the source I begin to understand why the gnomes want to
          replace it. sdl is used if available. figuring this one out
          is on my TODO list.
        - sound support added to nukes, unit focus and diplomat actions
        - added simple regression test, do "make check" to run
        - created simple sound set with some sounds from incoming (I do
          _not_ know if these are ok copyrightwise, I only suppose
          people knew what they were doing when they put them there, but
          as I said before, some of those sounds sound rather familiar
          to those of commercial games; David Weisberger's sounds are
          identical to sounds from Warlords 3, I won't touch them until
          I've heard from him where they are from). uploaded to ftp
          incoming as stdsounds.tar.gz
        - all printfs should be gone now
        - unitfocus sound of debatable value (but i think it is fun)

TODO (stuff remaining):
        - more sound triggers
        - more sounds
        - more testing
        - volume control API
        - plugin selection API
        - gui support for audio_mute, plugin selection and volume controls
          (if necessary)

Please read, test and comment. I need help tracking down more public
domain/GPL sounds.

Yours,
Per

PS there are some sources of LOG_DEBUG in client/gui-gtk/ that emit an
enormous amount of noise, making it near impossible to get anything useful
out of --debug 4. Can they be patched away?

"Economics is extremely useful as a form of employment for economists."
 -- John Kenneth Galbraith

Attachment: sound6.patch.gz
Description: Binary data


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