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Sound issues about garglk HOT 12 CLOSED

melted avatar melted commented on June 9, 2024
Sound issues

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Comments (12)

GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
"This error apparently has no relation to the size in bytes of the
Vorbis file, but with the length of the sound. If you use the same
music in AIFF format (for example), with the same duration, then the
load is immediate."

Original comment by [email protected] on 6 Nov 2008 at 8:58

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
"Another bug: Ogg vorbis plays very fast in GarGlk when the bitrate is
too lower or samplerate is lower than 44.1khz."

Original comment by [email protected] on 6 Nov 2008 at 8:59

  • Changed title: Sound issues

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Possible fix: treat .ogg files like .mod files, and write them to disk before 
opening
with SDL Mixer.  This would let Vorbis handle the streaming while Gargoyle gets 
on
with the action.

Original comment by [email protected] on 7 Nov 2008 at 12:28

  • Changed state: Accepted

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Explore FMOD & OpenAL as possible audio layer alternatives.

Original comment by [email protected] on 7 Nov 2008 at 5:33

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Added a test game from Eliuk's Damusix project.

Original comment by [email protected] on 7 Nov 2008 at 7:32

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
[deleted comment]

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Not happy with the revised behavior; talking doesn't overlay the background 
music. 
Sometimes it starts briefly only to cut off.  SDL Mixer may not want to play 
more
than one music stream at a time.

Original comment by [email protected] on 8 Nov 2008 at 6:58

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
The hack for improve the load of Ogg Vorbis files does not function properly. If
you're playing a Vorbis audio and try to play another, latest Vorbis cancels the
reproduction of the first. I guess that this bug has to do with the hack itself,
because it's the same effect that occurs when a file MOD is played and while 
still
playing, you try to play another MOD: latest cancels the first. This is 
desirable in
the case of MOD, but not in the case of Vorbis.

Original comment by [email protected] on 8 Nov 2008 at 7:03

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Yeah, I just spotted this.  I'll work on it.  ;)

Original comment by [email protected] on 8 Nov 2008 at 7:05

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Ey Ben! =) This demonstration is much better to test the audio on Gargoyle. It 
is the
official demonstration Damusix v3. (Try to run with Glulxe and not with GIT). I
apologize because it is in Spanish, but I have translated for you the basic 
commands
to use it. I hope the demonstration will be useful. =)


AYUDA - This help.

VERSION - Displays the current version of Damusix and this demonstration.

AUDIO ON - Enables audio output.

AUDIO OFF - disables audio output.

MUSICA ON - Starts playing the background music.

MUSICA OFF - Stop playing the background music.

MUSICA MOD - Select background music in MOD format.

MUSICA OGG - Select background music in Ogg Vorbis format.

EFECTO - Plays the "main sound effect" on its own channel (AIFF).

REPETICION number - Change the number of repetitions of the "main sound effect."

VOLUMEN number - Changes the percentage of volume of "main sound effect" 
(0-100).

VOLUMEN GLOBAL - Shows the percentage of overall volume for the entire audio.

VOLUMEN GLOBAL number - Change the percentage of overall volume for the entire 
audio.

VIRTUAL - Plays the "extra sound effect" in a virtual channel (Ogg; if used
repeatedly, the sounds are played overlapping each other).

LISTA - Creates the random "playlist" and then reproduces it.

FADE SIMPLE - Performs several "non-real-time Fadings" to the background music.

*FADE IN - Performs a "real-time FadeIn" to the background music.

*FADE OUT - Performs a "real-time FadeOut" to the background music.

-------------------------

*NOTE: You can make 1 ONLY WORK of "real-time Fading" at a time. In the "status 
line"
will see a animated bar while the Fading is in progress. You can use some other
command of the Help the meantime. (A few commands could interrupt the effects of
"real-time Fading": this is completely normal and has been programmed so
intentionally in this demonstration.)

Original comment by [email protected] on 8 Nov 2008 at 7:40

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
Merged fixes into trunk in r86.  Ogg & mp3 files are now buffered by SDL_Sound,
converted to 44.1 kHz / stereo / 16 bits per sample, and then streamed to 
SDL_Mixer.
 Needs testing with a game that uses MP3 files.  I'll add new Windows binaries after
testing on Linux.

Original comment by [email protected] on 14 Nov 2008 at 12:17

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GoogleCodeExporter avatar GoogleCodeExporter commented on June 9, 2024
The updated source code builds on Linux, and Christopher reports improved sound
playback performance.

Original comment by [email protected] on 20 Nov 2008 at 1:12

  • Changed state: Fixed

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