Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command
2009/2/12 Kizul Emeraldfire kizulemeraldf...@gmail.com: On Wed, Feb 11, 2009 at 1:55 AM, Ralph Versteegen teeem...@gmail.com wrote: 2009/2/11 Kizul Emeraldfire kizulemeraldf...@gmail.com: It's a little difficult to describe, so instead I've uploaded a WIP of the game I'm working on to MediaFire, available here: http://www.mediafire.com/?njwcktiewky (was originally attached to the e-mail, but was apparently too large. ^^' Anyway —) When I start up the game and go to the Options menu/map (currently the only working item on the menu), the music fades as it's supposed to (via the Fade Music Out command in NES-Specific Scripts.hss — the command ends with a Stop Song command), but when I go back from the Options map to the Title map, the music doesn't seem to start back up. Hitting the Esc key to exit the game makes the music suddenly audible before fading it out, again with the Fade Music Out command. I think you misunderstood how setmusicvolume works, because you didn't use FadeMusicIn anywhere. Volume changes are not specific to the playing song, they are global (in fact, it changes the volume setting which appears in the main menu by default) . Changing song doesn't reset the volume. Well, I didn't use Fade Music In because I wanted the music to just START when you went back to the title screen — not fade in. That's why I had a set music volume at the beginning of the Title Autorun script to put it back at the volume I wanted. I was assuming that it was a static value from 0 to 255, with 255 being 100% volume — that's how I interpreted the command, anyway. o.O Oh, I didn't see that. My mistake. Yes, 255 is 100%. The way volume is implemented is really bizarre. Originally that was only the volume of MIDI files, but music_sdl seems to use it for all music, but calculates the volume in different ways. I couldn't work it out. The volume is meant to start at half, so you're meant to do fading with setmusicvolume by fading as a percentage of the starting volume, since the player can also adjust the volume. Obviously, this really sucks. I know that the player can adjust the volume — hence why I disabled and crippled the game's 'main menu'! :D What you've done should start by doubling the volume and then fading down to nothing. But it doesn't seem to. I'm not sure why not. Hm… any chance you could give me an example of that? o.O? If you set the volume to 255 right at the start of the game, that would be why you don't notice the volume doubling when you latter set it to 255. If there's no point in your game except when fading/faded out when the volume isn't 255, then there's nothing wrong with what you've done I meant a script like this: start vol := get music volume for (i, 100, 0, -10) do ( set music volume ((start vol * i) / 100) wait ) Volume and fading is/was so broken that James removed all builtin support for fading a while back. It should be reimplemented when we have the time, I think that it's a terrible thing to be missing. I've tried moving the Set Music Volume command in the Title Autorun script to before the wait preceding the Play Song command, and I've tried omitting the 'set music volume (0)' before the 'stop song' in Fade Music Out — neither worked. :/ Using the default OHR nightlies (fb/sdl) — Native didn't have any fade out at all, it just abruptly stopped the song, but when I went back to the title, the song started up again. Native2, on the other hand, doesn't fade the song OR even stop playing it — it keeps playing until I go back to the Title map, and when I exit the game (going to the game browser) it KEEPS playing. Of course, this MIGHT be related to the warning saying that the RPG file was unsupported by that version of GAME (despite it being the latest nightly of the Native2 music backend)… By the way, the controls are: * Arrow keys: move the cursor up/down; change shapes on the Options screen * Enter/Return: confirm (only works on the 'OPTIONS' and 'BACK' menu items) * Esc: exits the game (only on title) I've included all the scripts, the HSI and the RPG file in the uploaded RAR (it's 1.44MB). Hopefully someone can pinpoint what's wrong. \o.o/ My g_debug.txt doesn't give me anything useful, either: OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 -g -exx Win32 Playing game BLiX.rpg (BLiX!) 02-10-2009 23:50:19 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32 Playing game BLiX.rpg (BLiX!) 02-10-2009 23:51:25 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:31:57 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:33:00 OHRRPGCE wip 20080818.2128 gfx_fb/music_native2 FB0.18.5 Win32 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:46:38 ¯\(º_O)/¯ Anyway, thanks in advance for the help. :) It
Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command
On Fri, Feb 13, 2009 at 3:12 PM, Ralph Versteegen teeem...@gmail.com wrote: 2009/2/12 Kizul Emeraldfire kizulemeraldf...@gmail.com: Well, I figured out what the problem is/was: turns out that Set Music Volume does nothing if no song is playing. After I moved the Set Music Volume command to go AFTER the Play Song command, it works the way I was wanting it to. Still kind of irritating, though. :/ But — at least I figured it out! :D I'm pretty sure this is a bug. I can't see what could be causing it though. I should file a bug. I seem to remember some weird issues way back when we first started with SDL_mixer. If it uses hardware to play back the MIDI, then it seems to use a different volume. There is only ever one volume control visible through the API, but behind the scenes it might not be the same one it was a minute ago. I don't know if that's what's actually happening here, but if so I think it's just a limitation of SDL_mixer. Cheers, Simon ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command
On Fri, Feb 13, 2009 at 2:41 PM, Simon Bradley neworigi...@gmail.comwrote: On Fri, Feb 13, 2009 at 3:12 PM, Ralph Versteegen teeem...@gmail.com wrote: 2009/2/12 Kizul Emeraldfire kizulemeraldf...@gmail.com: Well, I figured out what the problem is/was: turns out that Set Music Volume does nothing if no song is playing. After I moved the Set Music Volume command to go AFTER the Play Song command, it works the way I was wanting it to. Still kind of irritating, though. :/ But — at least I figured it out! :D I'm pretty sure this is a bug. I can't see what could be causing it though. I should file a bug. I seem to remember some weird issues way back when we first started with SDL_mixer. If it uses hardware to play back the MIDI, then it seems to use a different volume. There is only ever one volume control visible through the API, but behind the scenes it might not be the same one it was a minute ago. I don't know if that's what's actually happening here, but if so I think it's just a limitation of SDL_mixer. Cheers, Simon Mm, I seem to remember MIDI using the 'Synth' volume control on Windows's main Volume Control thingy rather than the Master one. :/ ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command
Well, I figured out what the problem is/was: turns out that Set Music Volume does nothing if no song is playing. After I moved the Set Music Volume command to go AFTER the Play Song command, it works the way I was wanting it to. Still kind of irritating, though. :/ But — at least I figured it out! :D ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command
It's a little difficult to describe, so instead I've uploaded a WIP of the game I'm working on to MediaFire, available here: http://www.mediafire.com/?njwcktiewky (was originally attached to the e-mail, but was apparently too large. ^^' Anyway —) When I start up the game and go to the Options menu/map (currently the only working item on the menu), the music fades as it's supposed to (via the Fade Music Out command in NES-Specific Scripts.hss — the command ends with a Stop Song command), but when I go back from the Options map to the Title map, the music doesn't seem to start back up. Hitting the Esc key to exit the game makes the music suddenly audible before fading it out, again with the Fade Music Out command. I've tried moving the Set Music Volume command in the Title Autorun script to before the wait preceding the Play Song command, and I've tried omitting the 'set music volume (0)' before the 'stop song' in Fade Music Out — neither worked. :/ Using the default OHR nightlies (fb/sdl) — Native didn't have any fade out at all, it just abruptly stopped the song, but when I went back to the title, the song started up again. Native2, on the other hand, doesn't fade the song OR even stop playing it — it keeps playing until I go back to the Title map, and when I exit the game (going to the game browser) it KEEPS playing. Of course, this MIGHT be related to the warning saying that the RPG file was unsupported by that version of GAME (despite it being the latest nightly of the Native2 music backend)… By the way, the controls are: * Arrow keys: move the cursor up/down; change shapes on the Options screen * Enter/Return: confirm (only works on the 'OPTIONS' and 'BACK' menu items) * Esc: exits the game (only on title) I've included all the scripts, the HSI and the RPG file in the uploaded RAR (it's 1.44MB). Hopefully someone can pinpoint what's wrong. \o.o/ My g_debug.txt doesn't give me anything useful, either: OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 -g -exx Win32 Playing game BLiX.rpg (BLiX!) 02-10-2009 23:50:19 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32 Playing game BLiX.rpg (BLiX!) 02-10-2009 23:51:25 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:31:57 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:33:00 OHRRPGCE wip 20080818.2128 gfx_fb/music_native2 FB0.18.5 Win32 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:46:38 ¯\(º_O)/¯ Anyway, thanks in advance for the help. :) ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org
Re: [Ohrrpgce] Possible SDL bug: Play Song command doesn't seem to work after a Stop Song command
2009/2/11 Kizul Emeraldfire kizulemeraldf...@gmail.com: It's a little difficult to describe, so instead I've uploaded a WIP of the game I'm working on to MediaFire, available here: http://www.mediafire.com/?njwcktiewky (was originally attached to the e-mail, but was apparently too large. ^^' Anyway —) When I start up the game and go to the Options menu/map (currently the only working item on the menu), the music fades as it's supposed to (via the Fade Music Out command in NES-Specific Scripts.hss — the command ends with a Stop Song command), but when I go back from the Options map to the Title map, the music doesn't seem to start back up. Hitting the Esc key to exit the game makes the music suddenly audible before fading it out, again with the Fade Music Out command. I think you misunderstood how setmusicvolume works, because you didn't use FadeMusicIn anywhere. Volume changes are not specific to the playing song, they are global (in fact, it changes the volume setting which appears in the main menu by default) . Changing song doesn't reset the volume. The way volume is implemented is really bizarre. Originally that was only the volume of MIDI files, but music_sdl seems to use it for all music, but calculates the volume in different ways. I couldn't work it out. The volume is meant to start at half, so you're meant to do fading with setmusicvolume by fading as a percentage of the starting volume, since the player can also adjust the volume. Obviously, this really sucks. What you've done should start by doubling the volume and then fading down to nothing. But it doesn't seem to. I'm not sure why not. Volume and fading is/was so broken that James removed all builtin support for fading a while back. It should be reimplemented when we have the time, I think that it's a terrible thing to be missing. I've tried moving the Set Music Volume command in the Title Autorun script to before the wait preceding the Play Song command, and I've tried omitting the 'set music volume (0)' before the 'stop song' in Fade Music Out — neither worked. :/ Using the default OHR nightlies (fb/sdl) — Native didn't have any fade out at all, it just abruptly stopped the song, but when I went back to the title, the song started up again. Native2, on the other hand, doesn't fade the song OR even stop playing it — it keeps playing until I go back to the Title map, and when I exit the game (going to the game browser) it KEEPS playing. Of course, this MIGHT be related to the warning saying that the RPG file was unsupported by that version of GAME (despite it being the latest nightly of the Native2 music backend)… By the way, the controls are: * Arrow keys: move the cursor up/down; change shapes on the Options screen * Enter/Return: confirm (only works on the 'OPTIONS' and 'BACK' menu items) * Esc: exits the game (only on title) I've included all the scripts, the HSI and the RPG file in the uploaded RAR (it's 1.44MB). Hopefully someone can pinpoint what's wrong. \o.o/ My g_debug.txt doesn't give me anything useful, either: OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 -g -exx Win32 Playing game BLiX.rpg (BLiX!) 02-10-2009 23:50:19 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32 Playing game BLiX.rpg (BLiX!) 02-10-2009 23:51:25 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:31:57 OHRRPGCE wip 20090210.2535 gfx_fb/music_sdl FB0.18.6 Win32 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:33:00 OHRRPGCE wip 20080818.2128 gfx_fb/music_native2 FB0.18.5 Win32 Playing game BLiX.rpg (BLiX!) 02-11-2009 00:46:38 ¯\(º_O)/¯ Anyway, thanks in advance for the help. :) It seems music_native2 has not been building for a long time; look at the version number: OHRRPGCE wip 20080818.2128 gfx_fb/music_native2 FB0.18.5 Win32 music_native2 only used the volume setting to adjust MIDI volume. However, Mike seems to have commented it all out. MIDI is a massive pain. I was so blinded by why do we have to use BAM instead of MIDI? that it took me years to realise this. Module files forever! BTW, your Set Palette Colours script is pretty weird, and broken: you forgot to pass the colour component argument to setcolor PS: What exists of your game so far is REALLY awesome :) Is it my imagination, or does the cursor in the OPTIONS menu move down faster than up? ___ Ohrrpgce mailing list ohrrpgce@lists.motherhamster.org http://lists.motherhamster.org/listinfo.cgi/ohrrpgce-motherhamster.org