Getting sound to work in Linux

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  • redlumf
    Scout
    • Aug 2015
    • 25

    #16
    Ok, points taken.

    Let's turn this arround. Why do all platforms have to have the same format?

    How about, you (the maintainers) have your originals in lossless format (wav)
    and at packaging time a script converts them to the best native of the platform.

    mp3 for windows, mp3 for apple, ogg for linux.

    It would work, but you don't package for linux
    Angband-linux distribution is the source and everyone builds from the source and we are back at square one.

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    • Nick
      Vanilla maintainer
      • Apr 2007
      • 9647

      #17
      Originally posted by redlumf
      It would work, but you don't package for linux
      Angband-linux distribution is the source and everyone builds from the source and we are back at square one.
      That's not to say that packaging for linux can't be done. I have used the SUSE open build service in the past to create .rpms (in fact, the Tumbleweed ones seem to autobuild - I really should update the source), although I could never get .debs to build properly.

      Maybe source should include .ogg and .mp3, and we should try to set up proper package builds. I'll look into whether our autobuilder could do packaging, or otherwise we could try the open build service.
      One for the Dark Lord on his dark throne
      In the Land of Mordor where the Shadows lie.

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      • Pete Mack
        Prophet
        • Apr 2007
        • 6883

        #18
        At one point, sound and gfx were separate downloads. Maybe go back to that? The gfx in particular mean that multiple pulls both take a long time on slow connections AND use a lot of space. (And the space I doubled by source control since images and sound are not further compressible.

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        • yyt16384
          Scout
          • Jan 2015
          • 38

          #19
          Originally posted by redlumf
          I just downloaded 4.0.4 src. Sound works on kubuntu 14.04.4 LTS.

          ./configure --with-no-install --enable-sdl-mixer

          ./angband -mgcu -ssdl

          Never had a problem with it.
          I didn't know that will work... I assumed it only works with -msdl.

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          • takkaria
            Veteran
            • Apr 2007
            • 1951

            #20
            Originally posted by Pete Mack
            At one point, sound and gfx were separate downloads. Maybe go back to that? The gfx in particular mean that multiple pulls both take a long time on slow connections AND use a lot of space. (And the space I doubled by source control since images and sound are not further compressible.
            Removing them wouldn't remove their history in git at this point I think. Perhaps we could use git-lfs to fix this? Though I'm not sure if it works like that.
            takkaria whispers something about options. -more-

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            • redlumf
              Scout
              • Aug 2015
              • 25

              #21
              Another way would be to support sdl-sound subsystem in all platforms (and then use ogg)

              Other than that, what Nick suggested about both includiong mp3 and ogg, would probably work.

              You could have it, each platform trying to use platform_sound.cfg and then fall back to sound.cfg if not found. So you wouldn't had any osx_sound.cfg and windows_sound.cfg files (so fallback to sound.cfg) and you would have a linux_sound.cfg where it would use .ogg

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              • Nick
                Vanilla maintainer
                • Apr 2007
                • 9647

                #22
                Originally posted by redlumf
                Other than that, what Nick suggested about both including mp3 and ogg, would probably work.

                You could have it, each platform trying to use platform_sound.cfg and then fall back to sound.cfg if not found. So you wouldn't had any osx_sound.cfg and windows_sound.cfg files (so fallback to sound.cfg) and you would have a linux_sound.cfg where it would use .ogg
                Something like this sounds good.

                Originally posted by yyt16384
                I didn't know that will work... I assumed it only works with -msdl.
                I believe sdl sound works with the other linux display modules (gcu and x11) as well.

                Originally posted by Pete Mack
                At one point, sound and gfx were separate downloads. Maybe go back to that? The gfx in particular mean that multiple pulls both take a long time on slow connections AND use a lot of space. (And the space I doubled by source control since images and sound are not further compressible.
                I'm reluctant to do this, not least because Shockbolt graphics are now the default on Windows. I think making things more convenient for players at the expense of developers is a good trade
                One for the Dark Lord on his dark throne
                In the Land of Mordor where the Shadows lie.

                Comment

                • Pete Mack
                  Prophet
                  • Apr 2007
                  • 6883

                  #23
                  Nick--it doesn't have to affect exe downloads; they can perfectly well include the sound and gfx. It's the 60 download for git I object to most, and that is only an issue for development, not playing. 60MB 1Mbit is a significant wait.

                  Comment

                  • calris
                    Adept
                    • Mar 2016
                    • 194

                    #24
                    Originally posted by redlumf
                    You could have it, each platform trying to use platform_sound.cfg and then fall back to sound.cfg if not found. So you wouldn't had any osx_sound.cfg and windows_sound.cfg files (so fallback to sound.cfg) and you would have a linux_sound.cfg where it would use .ogg
                    I just posted an alternative solution

                    For platforms that support multiple file formats (and possibly multiple sound libraries) sound.cfg can simply define the file format and OS sound library to use

                    Comment

                    • calris
                      Adept
                      • Mar 2016
                      • 194

                      #25
                      Originally posted by Pete Mack
                      Nick--it doesn't have to affect exe downloads; they can perfectly well include the sound and gfx. It's the 60 download for git I object to most, and that is only an issue for development, not playing. 60MB 1Mbit is a significant wait.
                      Agree - I don't think the sound files should be in git (or at the very least, put them in a separate git repository so devs generating installers are all working of a common set of sound files)

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