[Freeciv-Dev] Re: [Patch] Sound8
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On Tue, Feb 12, 2002 at 06:06:15AM -0500, Jason Short wrote:
> Raimar Falke wrote:
> > I have spent the previous days working on the sound patch. The newest
> > version 8 is now in the incoming (too large for the list). Changes
> > since version 7 include:
> > - reworked audio* to allow a real plugin mechanism without special
> > cases and #ifdefs (this also allows to change the plugin at runtime
> > just one call to audio_select_plugin())
> > - extend README.sound
> > - add sounds for all improvements (formerly only wonders)
> > - add alternative fight and move tags
> > - rename the event tags to be consistent (at least a bit)
> > - add a mechanism to map "normal" events to sound events
> > - sound is now always be enabled
> > - a lot of other small changes
> >
> > TODO:
> > - adjust civ2sounds.spec to use the new names (I don't have a civ2 cd
> > handy for this)
> >
> > Please test and review.
> In audio_esd.c: I am confused. Why do we need to have a limited number
> of samples? Is this just to make shutdown() easier? Once a sample is
> started, what happens when it ends? It looks like the sample_id value
> just sits around until the loop comes back, and then it will be manually
> "killed" (esd_sample_free), even though it has most likely already
> finished playing. Finally, the circular buffer used for tracking sample
> numbers will only work correctly if all samples are of the same length;
> if there was one very long sample a number of shorter ones could cycle
> through while it was playing...and later we could end up killing it even
> if it was the only sample currently playing.
>
> In audio_sdl.c: here there is a similar situation. SDL tells us to use
> no more than MIX_CHANNELS different channels, so here it may be
> necessary to do something clever. But it looks like things are a bit
> broken - music is supposed to go on its own channel, but this isn't
> enforced so it looks like a regular sound could overwrite it.
To be honest I didn't change these ESD/SDL specific code. I have no
real idea what is does.
> Neither of these are showstopper problems - with the clean interface the
> module system has, the code is very localized and easy to fix later.
> And it's unlikely that there would be problems during normal play. I do
> think some sort of FIXME comment should be put in, though.
>
>
> Calling the sound modules "plugins" is a bit vague. I can understand
> that -P is one of the few command-line switches still available, but
> what about "--soundPlugin" instead of "--Plugin" as the full switch?
> Hmm, but I guess maybe get_option() won't work that way - so we may be
> stuck with it unless someone can think of something better (which is
> unlikely).
>
>
> I see code like:
>
> - if(sound_bell_at_new_turn &&
> - (!game.player_ptr->ai.control || ai_manual_turn_done))
> - sound_bell();
> + if (sound_bell_at_new_turn &&
> + (!game.player_ptr->ai.control || ai_manual_turn_done)) {
> + audio_play_sound("e_turn_bell", NULL);
>
> which is a natural progression. As a side note, I wonder if it would
> eventually be worthwhile to have client-side options for all different
> events (that can have sounds associated with them)? This would give the
> client a lot more control. Are there any changes that could make this
> conversion easier later?
With the sound patch the client can customize this through the
soundspec file. Yes this isn't as configurable as a GUI. Or did you
mean something else?
> style: in lsend_packet_sound, why are there no braces with
> conn_list_iterate?
Because the perl script which creates packets_lsend.c doesn't have
this. There is also a void cast missing.
> Finally: I cannot build FreeCiv with the patch. It may or may not have
> something to do with the fact that I need a 'cvs up -D "Feb 1"' to apply
> it in the first place.
aclocal; autoheader; autoconf; automake
> Aside from the build problems, everything looks acceptable. Of course
> it is a lot of code...
Raimar
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- [Freeciv-Dev] Re: [Patch] Sound8, (continued)
- [Freeciv-Dev] Re: [Patch] Sound8, Raimar Falke, 2002/02/12
- [Freeciv-Dev] Re: [Patch] Sound8, Anthony Ferrand, 2002/02/12
- [Freeciv-Dev] Re: [Patch] Sound8, Raimar Falke, 2002/02/12
- [Freeciv-Dev] Re: [Patch] Sound8, Per I. Mathisen, 2002/02/12
- [Freeciv-Dev] Re: [Patch] Sound8, Jason Short, 2002/02/12
- [Freeciv-Dev] Re: [Patch] Sound8, Per I. Mathisen, 2002/02/15
- [Freeciv-Dev] Re: [Patch] Sound8, Jason Short, 2002/02/15
- [Freeciv-Dev] Re: [Patch] Sound8, Per I. Mathisen, 2002/02/15
- [Freeciv-Dev] Re: [Patch] Sound8, Raimar Falke, 2002/02/13
[Freeciv-Dev] Re: [Patch] Sound8, Jason Short, 2002/02/12
[Freeciv-Dev] Re: [Patch] Sound8, Per I. Mathisen, 2002/02/17
[Freeciv-Dev] Re: [Patch] Sound8, Raimar Falke, 2002/02/18
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