stwf Posted November 21, 2012 Author Report Share Posted November 21, 2012 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... Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted November 26, 2012 Report Share Posted November 26, 2012 Build warning:..\..\..\source\soundmanager\js\SoundGroup.cpp(176): warning C4018: '>' : signed/unsigned mismatch Quote Link to comment Share on other sites More sharing options...
stwf Posted November 28, 2012 Author Report Share Posted November 28, 2012 Build warning:..\..\..\source\soundmanager\js\SoundGroup.cpp(176): warning C4018: '>' : signed/unsigned mismatchOops, sorry, it's hard to tell n the Mac with all of the boost warnings.Does the stereo music seem to be working now? Quote Link to comment Share on other sites More sharing options...
zoot Posted December 3, 2012 Report Share Posted December 3, 2012 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 usTIMER| shutdown Renderer: 28.3051 msERROR: 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) Quote Link to comment Share on other sites More sharing options...
stwf Posted December 3, 2012 Author Report Share Posted December 3, 2012 hmm, is there an easy way you can recreate this? Any other info you can give me? What platform, map, etc..... Quote Link to comment Share on other sites More sharing options...
zoot Posted December 3, 2012 Report Share Posted December 3, 2012 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. Quote Link to comment Share on other sites More sharing options...
quantumstate Posted December 3, 2012 Report Share Posted December 3, 2012 hmm, is there an easy way you can recreate this? Any other info you can give me? What platform, map, etc.....Try running the combat demo map with the simulation serialisation checks enabled (http://trac.wildfiregames.com/changeset/12930/). See http://trac.wildfiregames.com/ticket/1737 for the trac ticket. Quote Link to comment Share on other sites More sharing options...
zoot Posted December 4, 2012 Report Share Posted December 4, 2012 stwf, I've implemented a prototype for the battle detection logic:https://github.com/zootzoot/0ad/compare/battle-detection-x1When 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? Quote Link to comment Share on other sites More sharing options...
stwf Posted December 5, 2012 Author Report Share Posted December 5, 2012 stwf, I've implemented a prototype for the battle detection logic:https://github.com/z...le-detection-x1When 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. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted December 5, 2012 Report Share Posted December 5, 2012 That would only be for UI scripts wouldn't it? I believe zoot is referring to simulation code, which is in a different context. Either way, I think the sound manager should be responsible for this, including managing how the transition takes place (peace <-> battle). Quote Link to comment Share on other sites More sharing options...
stwf Posted December 5, 2012 Author Report Share Posted December 5, 2012 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. Quote Link to comment Share on other sites More sharing options...
quantumstate Posted December 5, 2012 Report Share Posted December 5, 2012 The UI can query the simulation through GUIInterface which would provide one way to do things. Quote Link to comment Share on other sites More sharing options...
zoot Posted December 5, 2012 Report Share Posted December 5, 2012 The UI can query the simulation through GUIInterface which would provide one way to do things.Yeah, that's what I currently do: https://github.com/zootzoot/0ad/commit/4a6e2032f6620f20a39e7d7bfdfdeb0f68487abb It seems to work okay, though making a check on every tick might not be what a good programmer would recommend. Quote Link to comment Share on other sites More sharing options...
Mythos_Ruler Posted December 5, 2012 Report Share Posted December 5, 2012 How can we make the gate opening/closing sound be localized to the gate, instead of omnipresent as in this video? Quote Link to comment Share on other sites More sharing options...
quantumstate Posted December 5, 2012 Report Share Posted December 5, 2012 Yeah, that's what I currently do: https://github.com/z...dfdeb0f68487abb It seems to work okay, though making a check on every tick might not be what a good programmer would recommend.OnSimulationUpdate would be better since the simulation component won;t ever get updated faster than that. Quote Link to comment Share on other sites More sharing options...
zoot Posted December 5, 2012 Report Share Posted December 5, 2012 OnSimulationUpdate would be better since the simulation component won;t ever get updated faster than that.Done: https://github.com/zootzoot/0ad/commit/275e4df58aca05721eff8509a6fff5be043c8090 Quote Link to comment Share on other sites More sharing options...
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