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[Freeciv-Dev] Re: [Patch] Sound8
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To: Anthony Ferrand <Anthony-Ferrand@xxxxxxxxxx>
Cc: "freeciv-dev@xxxxxxxxxxx" <freeciv-dev@xxxxxxxxxxx>
Subject: [Freeciv-Dev] Re: [Patch] Sound8
From: Raimar Falke <hawk@xxxxxxxxxxxxxxxxxxxxxxx>
Date: Tue, 12 Feb 2002 13:57:33 +0100
Reply-to: rf13@xxxxxxxxxxxxxxxxxxxxxx

On Tue, Feb 12, 2002 at 01:39:11PM +0100, Anthony Ferrand wrote:
> Raimar Falke wrote:
> > 
> > On Tue, Feb 12, 2002 at 12:04:37PM +0100, Anthony Ferrand wrote:
> > > Raimar Falke wrote:
> > > >
> > > > On Fri, Feb 01, 2002 at 03:21:57PM +0100, 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.
> > > >
> > > > To put it more explicit: I won't commit this patch without review.
> 
> > Does it work if you issue
> >   aclocal; autoheader; autoconf; automake
> > before the configure?
> 
> oops...

> 
> Now it works! But I have to add #define FALSE 1 in audio_sdl.c et
> audio_esd.c to get Freeciv compiled.

This is odd.

> Here is what I get when I run civclient:
> 2: Plugin 'esd' is now selected
> 2: audio_play_music('music_start', '(null)')
...
Mhh ok I haven't disables these debug messages.

> when I quit:
> {ss} player for sample <01> not found
> 2: audio_play_sound('e_game_quit', '(null)')
> {ss} player for sample <01> not found

I also got this "{ss}..."  messages. It looks like I have to ask Per
for this.

> What do you need exactly?

You can review the code, test the sdl plugin (which has a huge latency
for me), give general feedback (which other events would you like,...) 
or provide more sounds (under GPL).

        Raimar

-- 
 email: rf13@xxxxxxxxxxxxxxxxx
 "We've all heard that a million monkeys banging on a million typewriters
  will eventually reproduce the entire works of Shakespeare.
  Now, thanks to the Internet, we know this is not true."


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