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Sound notification events are not delivered if the player does nothing #204

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GoogleCodeExporter opened this issue Mar 22, 2015 · 0 comments · Fixed by #337
Closed

Sound notification events are not delivered if the player does nothing #204

GoogleCodeExporter opened this issue Mar 22, 2015 · 0 comments · Fixed by #337

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@GoogleCodeExporter
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The attached Inform 7 source (and compiled Glulx Blorb) is a minimal example 
that, when the command "chime" is entered, plays a sound. A notification event 
is requested, and when this arrives, the game cancels line input, prints a 
message and then re-starts line input.

However, when run under Gargoyle, the sound notification event is not received 
by the game until the first time after the sound has finished that the user 
generates some user interface activity (e.g. by pressing a key). If the user 
does nothing, the event is never received. From my reading of the Glk 
specification, this is not what was intended.

(See also this thread: http://www.intfiction.org/forum/viewtopic.php?f=7&t=2848)

Original issue reported on code.google.com by dav...@davidkinder.co.uk on 16 Feb 2013 at 9:58

Attachments:

This was referenced Oct 19, 2018
angstsmurf added a commit to angstsmurf/garglk that referenced this issue Nov 16, 2019
This implements the extended GLK sound functions:

glk_schannel_create_ext()
glk_schannel_play_multi()
glk_schannel_set_volume_ext()
glk_schannel_pause()
glk_schannel_unpause()

Sound and volume notifications are still not working properly.
See bug report garglk#204 and pull request garglk#337.

These changes only touch the SDL sound backend.

I've made a test program here:
 https://github.com/angstsmurf/soundtest/releases
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