On 7/3/07, James Paige <[EMAIL PROTECTED]> wrote:
> On Tue, Jul 03, 2007 at 10:41:20PM +0100, Simon Bradley wrote:
> > On 7/3/07, [EMAIL PROTECTED]
> > <[EMAIL PROTECTED]> wrote:
> > > http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372
> > >
> > > ------- Comment #9 from [EMAIL PROTECTED]  2007-07-03 09:32 -------
> > > How about this?
> > >
> > > If we can write some code that detects the rate of n MP3 file, we can work
> > > around this problem.
> > >
> > > If a MP3 uses an unsupported rate, music_sdl will just refuse to play it. 
> > > And
> > > no matter which backend you use, CUSTOM will provide a warning when you 
> > > try to
> > > import an unsupported MP3.
> > >
> > > That way, existing games like OHR SACHEN Multipack which already use
> > > troublesome MP3s will work on music_native, and at least will not crash on
> > > music_sdl, and the warning will discourage users from importing odd MP3 
> > > rates
> > > in the future.
> > >
> > > Sound reasonable?
> > >
> > >
> > Has there been an official release with the new sound/music support
> > in? I can't remember what was in the last proper release.
>
> No, but so many people are using nightlies already that it doesn't
> matter that there hasn't
>
> > I'm in favour of being more prescriptive if it helps us avoid
> > problems. If we try to support everything we are just setting
> > ourselves up for bugs we can't fix.
>
> Unfortunately, It looks like mp3 support may be an all-or-nothing thing.
> I have been looking at format documentation, and detecting frequency is
> painfully difficult (well, detecting frequency is doable. detecting
> frequency CORRECTLY for ALL mp3 files is paaaaaainful)
>

We could secretly convert them all to .oggs on import.
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