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Topic: Sound Stuff.. (Read 3952 times)
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Nic.
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I just built from the tip of CVS, and might I say first and foremost that the changes so far are very cool. The new planet code made my jaw drop.. Hopefully you're considering another release soon..
But I did run into a few problems, which I figure deserve mention:
- The link on the webpage that says "go get the CVS version of SDL_mixer" should probably mention that the instructions on the linked page are for SDL, not SDL_mixer. Since the main SDL code contains a file called SDL_mixer.c, I burned more time than I'd care to admit trying to squeeze an SDL_mixer.so out of a package that was not equipped to deliver
I know, the SDL page is not your responsibility, but every little bit helps...
- The Linux version plays some sounds at the wrong pitch; the win32 0.1 release version did not exhibit this problem. I think I know why it's happening, the current set of WAV files seems to be a "mixed bag":
invid$ find . -type f -name \*wav -exec file {} \; | awk '{$1 = ""; print $0;}' | sort | uniq -c 3 RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, mono 4000 Hz 18 RIFF (little-endian) data, WAVE audio, Microsoft PCM, 16 bit, mono 8000 Hz 82 RIFF (little-endian) data, WAVE audio, Microsoft PCM, 8 bit, mono 22050 Hz I know, I know, the TODO file says "extract from 3DO", which would "solve" the problem (as much as running all the samples through SOX and massaging them into identical sampling rates and bitdepths would, anyways) but I'm thinking that the sound engine is making more assumptions about the audio files than it necessarily should. I will see if I can offer a patch for this.
- The MOD player used does not respect the REPEAT action; this is only noticable on tracks where repeat is used, namely the Pkunk (whose song has an "ending" one does not hear in the original game) and the Melnorme (whose song has a "beginning" that one only hears once in the original game) File as "extremely low priority, only noticed by pedants and mental patients"

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Mika
Core Team
*Many bubbles*
    
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Gender: 
Posts: 121

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Linux wrong pitch problem is a bug in SDL or SDL_mixer. We'll try to switch linux sound code to OpenAL (what win32 already uses) for the next release (assuming few *nix openal implementation problems gets fixed first).
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« Last Edit: December 09, 2002, 09:26:53 pm by admin »
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Nic.
Guest
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I see. The word "experimental" convinced be to use SDL_mixer instead, but I will embrace the future and rebuild against OpenAL. Wish me luck
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d
Guest
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well, sound with openal under linux sounds discusting. All music seems to be distorted in a way. In addition, it crashes a lot. I'm using latest cvs openal
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Nic.
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Heh. My build w/ OpenAL SEGV'ed a little too much for my liking, so I went back to SDL_mixer. The sound was fine for me, though.. But now I see that they've got an oscilliscope w/ OpenAL, so the crashing might be "worth it"
No matter, the CVS version allows me to beat the Sa-Matra. I'm happy either way.
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Mika
Core Team
*Many bubbles*
    
Offline
Gender: 
Posts: 121

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I've already submitted a test program to linux openal maintainer to help fixing the segfault/corrupted sound problems. Hopefully he gets 'em done 
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Mage
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Heh. My build w/ OpenAL SEGV'ed a little too much for my liking, so I went back to SDL_mixer. The sound was fine for me, though.. But now I see that they've got an oscilliscope w/ OpenAL, so the crashing might be "worth it" No matter, the CVS version allows me to beat the Sa-Matra. I'm happy either way. 
Er what now? Would this work in the Win32 ver?
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Nic.
Guest
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I don't know, I can't afford to buy Visual C++ 6.0 just to try and build it. 
Fortunately, Debian 3.0 (and all the assorted GNU accoutrements) was free, quick to install, and plays very nicely with Internet-enabled computers; and UQM runs like a champ on it.
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« Last Edit: December 11, 2002, 07:55:39 am by Nic. »
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Mage
Guest
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B'oh, it's really irritating me that I can't destroy that last (top left) defensive bubble.. and apparently even if I do the force field will remain.
Btw, your avatar is from Bangai-O right? Great game.
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