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SoundManager TNG


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How Close to Implement Attack Alert feature are you guys?

THe Sound manager could support it at any time, if anyone wants to let me know about where to find the code that might call this, I'd be willing to give a look, but I'm unfaliliar with that part of the program.

Not to be impossible to please or anything, but is it possible to make the volume just slightly reduced at max zoom out and slightly increased at max zoom in?

Like quantumstate, I sometimes need to play at max zoom out and want to be able to hear the audio cues there, but on the other hand, a slight fall-off helps create a more immersive experience.

There is a roll-off as you zoom up, just less so for things like acknowledgements. Let me know how the latest trunk version sounds. I always figured there would be a lot of tweaking of these gain values...

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I'm occasionally getting errors of this type:

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

ERROR: OpenAL error: Invalid Name; called from FadeToIn (line 273)

TIMER| shutdown TexMan: 15.552 us

TIMER| shutdown Renderer: 28.3051 ms

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from IdleTask (line 58)

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from Run (line 176)

ERROR: OpenAL error: Invalid Name; called from IdleTask (line 58)

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hmm, is there an easy way you can recreate this? Any other info you can give me? What platform, map, etc.....

Sorry, I've seen it a few times, but no clear pattern. I'm on Linux. I believe some sounds stopped working after the messages appeared, but I am not positive - it was not like everything stopped working.

I'll try and take note of the map if I see it again.

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stwf, I've implemented a prototype for the battle detection logic:

https://github.com/zootzoot/0ad/compare/battle-detection-x1

When a player's damage rate exceeds a certain threshold for a long enough time, it emits a "MT_BattleStateChanged" message. How would you recommend that I make the sound manager change the music track being played accordingly?

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stwf, I've implemented a prototype for the battle detection logic:

https://github.com/z...le-detection-x1

When a player's damage rate exceeds a certain threshold for a long enough time, it emits a "MT_BattleStateChanged" message. How would you recommend that I make the sound manager change the music track being played accordingly?

Sounds neat... As for changing to war music I believe this will work... (Javascript, right?)

global.music.setState(global.music.states.BATTLE);

and then to go back,

global.music.setState(global.music.states.PEACE);

Let me know if that doesn't work.

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oh, ok. I am not familiar with how that works, does the simulation code have access to the same components?

I asked the Design Committee to rule on that, whether or not to take music control out of the simulations hands and put it under SoundManager. I thought they should decide it once and for all. In the meantime this could be a good starting point for the battle detection issues.

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