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[Freeciv-Dev] Re: Sound patch v6 (PR#1235)
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[Freeciv-Dev] Re: Sound patch v6 (PR#1235)

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To: freeciv-dev@xxxxxxxxxxx
Subject: [Freeciv-Dev] Re: Sound patch v6 (PR#1235)
From: Christian Knoke <ChrisK@xxxxxxxx>
Date: Thu, 17 Jan 2002 19:20:22 +0100

> On 2002-01-16 07:48:09, Per I. Mathisen wrote:
> > Changelog
> >         * sentried units that move (usually in ships) do not make sounds
> >         * --quiet/-q option now works as intended
> >         * improved readme a bit
> > 
> > Whoever adds this to CVS should also alter "make install" to install the
> > *.wav files in the appropriate place.
> 

1. Strange: While v5 workes fine for me, I have no sound with v6.
Debug tells nothing but:

--------
chris@max:~/freeciv/snd6> civclient -d 4
...
3: Initializing sound using stdsounds.spec...
4: inputfile: opened "data/stdsounds.spec" ok
3: Reading file "data/stdsounds.spec"
4: inputfile: closing "data/stdsounds.spec"
4: inputfile: sub-closing "data/stdsounds.spec"
4: inputfile: sub-closed ok
4: inputfile: closed ok
4: New hash table with 193 buckets
4: Hash duplicates during build: 0
2: For sound support, install either esound or SDL_mixer
2: Esound: http://www.tux.org/~ricdude/EsounD.html
2: SDL_mixer: http://www.libsdl.org/projects/SDL_mixer/index.html
3: color system booted ok.
...
-------

The esound daemon isn't started, but when I start it manually,
nothing changes.

2. The audio option conflicts with the autoconnect option:

-------
chris@max:~/freeciv/snd6> LANG= civclient -a
Missing argument for "--audio".
-------

Christian

-- 
* Christian Knoke                           +49 4852 92248 *
* D-25541 Brunsbuettel                  Wurtleutetweute 49 *
* * * * * * * * *  Ceterum censeo Microsoft esse dividendum.



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