Audio ambience, audio OXPs.
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- Evil Juice
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- JensAyton
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Unfortunately, I think what I ended up will will not fix the problem, but cause slightly different errors. However, these errors should be handled slightly more gracefully. I’ve yet to see an error report for 1.64 confirming this, though. :-/TGHC wrote:Now that's real programmer speak!Ahruman wrote:which should either fix the problem or cause entirely new interesting errors…)
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Not wanting to open up another thread, i thought I'd attach an audio type question here. Is there a way at present to attach a sound with a given keypress, such as when pressing target missile "T" then an audio file will play the linked "missile targeted" or similar? similar to what was on X-Elite. Ive been playing about with a voice synch software that i have which saves in any format, and would like to give it a try if possible.
- aegidian
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Oh. I just emailed the oolite-devs list with one.Ahruman wrote:Unfortunately, I think what I ended up will will not fix the problem, but cause slightly different errors. However, these errors should be handled slightly more gracefully. I’ve yet to see an error report for 1.64 confirming this, though. :-/
Code: Select all
/Volumes/teak/Users/giles/development/GUSTO/src/Cocoa/OOCASoundChannel.m:575: failed assertion `kState_Playing == _state'
- aegidian
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A custom event sounds system is in place and is being expanded for the next release. You'll be able to add custom sounds to replace a large number of beeps and boops - see customsounds.plist in the latest SVN builds for more details of which events are currently looked at for custom sounds.milinks wrote:Not wanting to open up another thread, i thought I'd attach an audio type question here. Is there a way at present to attach a sound with a given keypress, such as when pressing target missile "T" then an audio file will play the linked "missile targeted" or similar? similar to what was on X-Elite. Ive been playing about with a voice synch software that i have which saves in any format, and would like to give it a try if possible.
- JensAyton
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There’s an oolite-devs list?aegidian wrote:Oh. I just emailed the oolite-devs list with one.Ahruman wrote:Unfortunately, I think what I ended up will will not fix the problem, but cause slightly different errors. However, these errors should be handled slightly more gracefully. I’ve yet to see an error report for 1.64 confirming this, though. :-/
That’s not the “more graceful” code, though. That’s the “fixed” code. :-)aegidian wrote:Gave me a quick exit from Oolite just earlier.Code: Select all
/Volumes/teak/Users/giles/development/GUSTO/src/Cocoa/OOCASoundChannel.m:575: failed assertion `kState_Playing == _state'
*Looks*
Ahh, I guess that could happen if a sound is sent -stop between actually stopping and the channel being recycled… that case now gracefully handled. It’s quite possible that the sound code now actually works.
Oops. Switched that off now.aegidian wrote:And the Sound Inspector window appears unexpectedly too.
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- JensAyton
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*Looks at customsounds.plist*
Nice. It’d be good to do the same for music, though – the Amiga sound pack uses identical, relatively large files for docking and loading music.
Nice. It’d be good to do the same for music, though – the Amiga sound pack uses identical, relatively large files for docking and loading music.
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- JensAyton
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(That last comment was supposed to be in another thread, but hey.)
I’ve now checked in those fixes. A useful detail to remember.
I’ve now checked in those fixes. A useful detail to remember.
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- JensAyton
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Incidentally, this was not a facetious question.Ahruman wrote:There’s an oolite-devs list?aegidian wrote:Oh. I just emailed the oolite-devs list with one.
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- aegidian
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Developer mailing list
Yeah, the oolite-linux-devs list at berlios.de - there should be a sign up option if you log in and go to the oolite-linux summary page.
http://lists.berlios.de/mailman/listinf ... linux-devs
http://lists.berlios.de/mailman/listinf ... linux-devs