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View Code? Open in Web Editor NEWTest sound capabilities of Glulx interpreters
Test sound capabilities of Glulx interpreters
It would be good to have recordings of how things are supposed to sound, which could then be compared with the actual output of the tests.
Ideally (in my dreams), there should be a way to just run through the tests, capture the sound output, then compare this against a "correct" sound file (which would have to be uncompressed or at least losslessly compressed, so not an ogg), all without human intervention.
We would need a good short sample of a MOD with a loop mark, and perhaps an OGG of how it is supposed to sound, for comparison.
Eliuk reports an issue with mod playback:
mod format has a loop mark.
if glk loops a mod, should respect the loop mark
garglk doesn't respect the loop mark in mods.
and loops all track, from begining.(not all mods have a loop mark)
The play multi command can still break if two or more channels in it use the same sound resource and one or more of them are paused.
The sound notification system has no way of knowing which channel finished and sent the notification: it only gets information about the sound resource and the notification number, which will be the same for every channel that is part of the same play multi command. So we just pick the first channel we find that fits the description. This actually works as long as the channels involved are never paused, as they will then end at (pretty much) the same moment if they use the same sound resource. However, as soon as one channel is paused, it will get out of synch with the others, and things will become confusing as the player may be told that a channel has finished while it can still be heard playing or vice versa.
This could be worked around with a system of timestamps and a property of the channel indicating how long it has been playing in milliseconds, pauses excluded. While simple in theory, it could become quite a lot of work due to things like saving and restoring, and a number of assumptions that the current code makes.
It’d be great if this included a playing-on-paused-channel test. According to Glk spec §8.3, “You can also play a sound on a paused channel; the sound is paused immediately, and does not progress.”
Hi.
Im using sounds in inform7 and found your site. I downloaded and tried Sound test.inform, and got the following error after running Autotest.. and then the line When the AIFF stops playing.
Fatal error: Printing text to a window that is waiting for line or character input is not allowed.
I thought you might want to fix it.
Greetings and and a happy new year
Michelle
Apparently SDL has a problem with this, so there should be a test for this. I guess we would need to add another OGG sound or more with a different sample rate.
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