[Ohrrpgce] [Bug 678] Ogg music problems in game with werewaffle version

bugzilla-daemon at karnov.dreamhost.com bugzilla-daemon at karnov.dreamhost.com
Mon Sep 29 09:25:48 PDT 2008


http://rpg.hamsterrepublic.com/bugzilla/show_bug.cgi?id=678





--- Comment #6 from Bob the Hamster <Bob at HamsterRepublic.com>  2008-09-29 09:25:55 ---
(In reply to comment #5)
> It is great that this bug is fixed, but music fading isn't a "totally
> unnecessary feature". Real fading would be a very nice thing. Cutting off music
> instantly (which we practically had anyway) sounds pretty bad.

That is why I called it "totally unnecessary", since even with the fading, as
it was implemented, it sounded abrupt anyway.

> I'd like to see
> nice smooth automatic- and plotscript-triggerable-(without having to write a
> loop yourself) -and-adjustable-fades for music.
>
> But the code was such a mess that it seems like a good way to add better fading
> is to start over from scratch. The fading should probably be handled totally in
> allmodex/the backend. Playing a song could queue up a music change after a
> fade.

Yes, if we are going to have any form of fading, I agree that it should be
implemented from scratch.

But is it realistic to fade ogg music without affecting ogg sound effects that
may be playing at the same time? That would mean that we cannot use the mixers,
and we would have to fade some other way.

I wouldn't hate it if it works. It's just that when faced with a
feature-tha-makes-almost-no-noticeable-difference and a weird threading crash,
it was an easy choice for me :)


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