Well, I was thinking of something very very simple, like sound features you find in 
cell phones. At least just a beep you can set the frequency and duration for various 
events. En/disabling would be done globally, for whole classes of events, much like 
you see on cell phones or on the Palm.

But you're right, dealing with .wav or other hi-quality sound is not a PicoGui issue. 
The day we would want pgserver to play hi-q sound, we could state a sound file name in 
the .th file (instead of a list of freq+duration pairs as suggested), and pgserver 
would pass it to OSS or whatever.

  Pascal



John Laur wrote:
> 
> Why not instead of having sound drivers for PicoGUI, you have a sound
> server instead - implemented as a client - perhaps with a little
> frontend inside of pgl. You would apply sound schemes within the sound
> server itself and the sound server would receive messages to play named
> sounds (or perhaps it could also receive arbitrary sound data to play
> directly)
> 
> ---Is there a way for a client app to trap the widget events from
> another client or from pgserver itself?
> 
> If you want to be able to imcorporate sounds into picougi themes, that's
> fine but IMO is rather counterproductive to your purpose. Suppose
> someone doesnt want one particular button to make a noise but likes all
> the other noises that get made -- without knowing how to modify a theme,
> the user has no way to disable it on the device without disabling all of
> the sounds. I don't really think you gain anything by packing a bunch of
> sounds into a .th file vs. a bunch of small .wav files or something
> anyway. Sounds are pretty large too, so if you don't want a particular
> noise on your handheld, it makes sense not to have to store it there
> even when you're never using it.
> 
> In theory, a sound server would also allow for sound mixing, resampling,
> multiple formats, et. al. and it would keep the bloat of this kind of
> code out of pgserver.
> 
> John
> 
> -----Original Message-----
> From: [EMAIL PROTECTED]
> [mailto:[EMAIL PROTECTED]] On Behalf Of Micah Dowty
> Sent: Wednesday, October 17, 2001 12:47 PM
> To: Pascal Bauermeister
> Cc: [EMAIL PROTECTED]
> Subject: Re: [Pgui-devel] Sound
> 
> Quoting Pascal Bauermeister <[EMAIL PROTECTED]>:
> 
> ...
> > I agree about simple sound vs quality sound. These sounds should be
> > handled by the
> > server solely, and apps remain unaware of, and I would add the
> > possibility to have
> > more places where we can attach a sound, like widget click, dialog
> > popup, etc.
> 
> That's a good idea. The sound attachments could be defined by the theme,
> so that
> we could have 'sound themes' with sounds for each widget. Of course
> there will
> be a config file variable to turn off theme sound :)
> 
> >
> > On the other hand I was also mentionning a named sound library
> provided
> > to
> > applications, because I find the theme system extremely well suited to
> > manage all
> > this in a way that can be customized.
> 
> The only sounds it has so far are 'beep' and 'click', but PicoGUI's
> Driver
> Messaage mechanism is already capable of allowing apps or parts of
> pgserver
> itself to tell drivers to play sounds. We would just need to add more
> sound
> constants, and implement sound playing in some drivers. We would
> definitely need
> to get sound support into the sdlfb driver for debugging purposes, and
> write
> implementations for the 68EZ328 and TuxScreen.
> 
> >
> > The sound playing engine is of course below Pgui. Remember that the
> > console device
> > (drivers/char/vt.c if I remember well) can play buzzer tones with some
> > ioctl. For
> > the sake of simplicity we could start with this device and not care
> > about OSS & co.
> 
> That would work when using the framebuffer device on a PC. I don't think
> many
> embedded systems implement this though, and SDL is easier to debug with.
> 
> >
> >    Pascal
> >

_______________________________________________
Pgui-devel mailing list
[EMAIL PROTECTED]
https://lists.sourceforge.net/lists/listinfo/pgui-devel

Reply via email to