Author Topic: Let's talk about the sound code... again.  (Read 27767 times)

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Offline pecenipicek

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Re: Let's talk about the sound code... again.
ehm...i don't know use mantis :(

Could you please do this for me?
Thanks in advance :)
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Offline torc

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Re: Let's talk about the sound code... again.
i am lazy :P

ok i'll do it...
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Offline The E

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Re: Let's talk about the sound code... again.
i am lazy :P

ok i'll do it...

Please do. Also note that issues on Mantis tend to get more priority than bug reports on the forum or bug mentions on IRC.
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Offline torc

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Re: Let's talk about the sound code... again.
did it :)
indossare una divisa può avere un prezzo alto...ma a volte...è troppo alto!!! Bill Adama

 

Offline Qent

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Re: Let's talk about the sound code... again.
I did some checking, and this thread might be relevant here too.

Also Mantis'd.
« Last Edit: September 24, 2011, 09:44:30 am by Qent »

 

Offline Iss Mneur

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Re: Let's talk about the sound code... again.
A more permanent version of the previous build has been committed as revision 7814 in preparation for 3.6.14 RC stage. See the commit message for details as it is a little different that what was here previously.  Of note is -listenergain is not a cmdline flag in the committed version and -alwaysenforce has been inverted as -donotenforce.

What was committed is consensus of this thread, which is locked in as the defaults for the RC.  The flags -donotenforce and -percent_flashtobang will be removed before .14 final.  percent_flashtobang will remain adjustable via lightning.tbl in the .14 final.
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Offline Alex Heartnet

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Re: Let's talk about the sound code... again.
I think I figured out a good compromise to the sound code problem.  Include both in the port, make a launcher flag that allows one to use the old sound code instead of the new one, and add a corresponding checkbox in the 'features' tab of the launcher.

Now users can use whichever version of the sound code they prefer.  Problem solved.

  

Offline chief1983

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Re: Let's talk about the sound code... again.
Except we can't.  The two can't exactly coexist.  It was a rewrite of much of the fundamental behavior of the code, not just some tweaks here and there.  Since you're new, I'll take that as an honest mistake, but generally programmers don't like being told how to do their jobs by non-programmers.

Also IssMneur, the idea was to commit it to just the 3.6.14 branch now that we have it :P
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Offline Iss Mneur

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Re: Let's talk about the sound code... again.
Except we can't.  The two can't exactly coexist.  It was a rewrite of much of the fundamental behavior of the code, not just some tweaks here and there.  Since you're new, I'll take that as an honest mistake, but generally programmers don't like being told how to do their jobs by non-programmers.

Also IssMneur, the idea was to commit it to just the 3.6.14 branch now that we have it :P
Bah, you need to copy the patch from somewhere :D  Besides, we don't know how long it will be till we have the proper fixes to the sound code.  But you or I can revert it if you like.
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