[CF-Devel] About sounds
crossfire-devel at archives.real-time.com
crossfire-devel at archives.real-time.com
Thu Mar 25 01:34:32 CST 2004
Nicolas Weeger wrote:
>
Hello.
>
>
Started to add (back) sounds to Windows GTK client (but not with SDL, as
>
been the case before).
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It seems there are really less sounds than before in the game: no found
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for firebolt, explosions, and such. Is there a compelling reason for
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this? I quickly browsed the code, and it seems the 'main' line sending
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sounds to client was commented out (server/spell_util.c:1353).
With the change in spells, the sound handling for them sort of broke.
Before the change, each spell had a unique number. There was a sound
associated with each of those numbers.
With the spell code, there is no longer a unique number per spell, so there is
no way to simply identify a fireball based on the object (you can identify
spells by subtype, but firebolt should obviously have a different sound than
lightning bolt).
The proper way to deal this is to re-do the sound system.
the general idea I have is to add a new structure like:
struct soundlist {
char *sound_name;
uint8 volume
uint8 play_event
... any other flags..
struct soundlist *next;
}
where play_event could be set to things like SPELL_CAST, SPELL_END, APPLY,
MOVE, etc..
Thus when an object is used, check to see if any of the events apply, and if
so, send the appropriate sound event to the client (to speed things up, probably
add something like a sound_flags to the object structure itself, and have the
play_event be a bitmask, so if an object is applied, the code can simply look at
the sound_flags, and only if the event there is matched, do we have to bother
going through the sound list).
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Also, what would be the sampling rate & such of the sounds in 'sounds'
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module? I need to convert to WAV to play'em easily...
Believe they are at 11025 sample rate. I'm not sure if the sounds themselves
are stereo, or if the sound module converts them to stereo when played.
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