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Support "SE cancelling" when (OFF) is played #1120

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Ghabry opened this issue Mar 6, 2017 · 11 comments
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Support "SE cancelling" when (OFF) is played #1120

Ghabry opened this issue Mar 6, 2017 · 11 comments

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@Ghabry
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Ghabry commented Mar 6, 2017

Or when (Brak), (Aus) or (Kein Sound) are played ¯\_(ツ)_/¯


Attach files (as a .zip archive or link them)

issue1120.zip

Describe the issue in detail and how to reproduce it:

Talk with the people in front of you and follow the instructions.

Left guy: SE, SE, SE (OFF)
Right guy: SE, SE, Wait 0.2, SE (OFF)

@Ghabry Ghabry added the Audio label Mar 6, 2017
@Ghabry Ghabry added this to the 0.6.0 milestone Mar 6, 2017
@carstene1ns
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While we are at it, we should stop long-running sound effects when pressing F12 or returning to the game browser.

@CherryDT
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Does EasyRPG already emulate the behavior that playing a sound 4x at zero volume stops all other instances of the same sound? (Which is due to the fact that only 4 instances of a sound can play.)

@Ghabry
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Ghabry commented Apr 17, 2017

No, that's totally new to me, thanks. Strange feature. Why does RPG_RT tracks how often one specific SE is played?
Or is the SE-channel limit of RPG_RT four and this will result in silence in general independend of which SE you play four times at 0 volume?

@CherryDT
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I don't think it was intended as a feature ;)
I believe it was per sound and not in total, otherwise people would have just used (OFF). I don't know off the top of my head why it was like that, though, but I think sounds are loaded into memory and get 4 channels associated with them, and things like system sounds stay forever in memory while others are unloaded after a while. Totally not sure about that right now, though.

@Ghabry
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Ghabry commented Apr 17, 2017

And I thought I slowly have learned about most obscure behaviours of RPG_RT. This is absurd :D.

Will test this and create an issue, thanks!

@CherryDT
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CherryDT commented Apr 17, 2017

Just checked my notes again: yes it's as I said - each sound gets an instance of the wave file player object and each of them can hold data for up to 4 instances of this sound. By the way, in total there can be only 16 different sounds loaded, and some of those slots are held by the never-released system sounds (I think cursor, decision, cancel, buzzer).

@CherryDT
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I don't think anybody relies on the 16 sounds limit though, but I do know that some people use the trick with 4x zero volume to stop background sounds like rain etc

@Ghabry
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Ghabry commented Apr 18, 2017

Other SE things: Yume Nikki shows a loading screen at the beginning and plays ca. 50 SEs with volume 0. But I guess this has no real purpose except maybe moving the files to the disc-cache of Windows.

@CherryDT
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I guess they do it to cache the sounds but didn't know about the 16 sounds limitation...

@carstene1ns
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btw. one of the latest bug report mails we got, has Debug: Cannot find: Sound/(No Sound) (!)
So we need to extend this check even more... 😁

@rohkea
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rohkea commented Apr 19, 2017

Maybe just check that first char is (, the last char is ), and the file doesn’t exist? I doubt many people used brackets for legit filenames.

Update (based on chat discussion): also, check that there are no ( or ) between them.

Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue Jul 30, 2017
… the old page and new page direction are the same.

Fix EasyRPG#1226

The patch provided in EasyRPG#1120 was incorrect because it used the current character direction instead of the new page direction.
Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue Jul 30, 2017
… the old page and new page direction are the same.

Fix EasyRPG#1226

The patch provided in EasyRPG#1120 was incorrect because it used the current character direction instead of the new page direction.
Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue May 6, 2018
Ghabry added a commit to Ghabry/easyrpg-player that referenced this issue May 6, 2018
@Ghabry Ghabry modified the milestones: 0.6.0, 0.5.4 May 6, 2018
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