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. _______________________________________________ ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org