[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-26 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #36 from [EMAIL PROTECTED]  2007-07-26 01:33 ---
Is it possible to change the frequency when converting to OGG to something more
normal? However I notice 8000Hz and 11025Hz MP3 and WAV files don't convert at
all. (Including that windows startup wav, which is previewable but converts to
silence)


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-26 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #40 from [EMAIL PROTECTED]  2007-07-26 10:32 ---
I'm seeing the same issues with 8khz files. Odd.

sox does upconvert just fine though.


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-26 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #39 from [EMAIL PROTECTED]  2007-07-26 10:25 ---
We can upconvert sampling rates with sox.

I think something like this will work:

sox out.wav -r 44100 out_resampled.wav

(testing on my linux box)

Also, official Windows port available - http://sox.sourceforge.net/


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-26 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #37 from [EMAIL PROTECTED]  2007-07-26 07:46 ---
(In reply to comment #36)
 Is it possible to change the frequency when converting to OGG to something 
 more
 normal? However I notice 8000Hz and 11025Hz MP3 and WAV files don't convert at
 all. (Including that windows startup wav, which is previewable but converts to
 silence)
 

Yes, actually, I believe oggenc has a command-line option to resample to a
different frequency


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-26 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #38 from [EMAIL PROTECTED]  2007-07-26 08:17 ---
(In reply to comment #36)
 Is it possible to change the frequency when converting to OGG to something 
 more
 normal? However I notice 8000Hz and 11025Hz MP3 and WAV files don't convert at
 all. (Including that windows startup wav, which is previewable but converts to
 silence)

H... looks like we have two problems here...

(1) madplay can't decode MPEG-2.5 which is the unofficial spec that allows 8000
Hz and 11025 Hz MP3 files. (strangely enough, mpg321 has no problem with these,
and it claims to use libmad)

(2) A correctly converted (with mpg321) 8000 Hz WAV file converts to silence
with oggenc regardless of resampling.

At least nothing bloddy crashes. :P


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-25 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #34 from [EMAIL PROTECTED]  2007-07-25 15:29 ---
All the steps I described in comment 33 are finished, marking this bug fixed.


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-25 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372


[EMAIL PROTECTED] changed:

   What|Removed |Added

 Status|NEW |RESOLVED
 Resolution||FIXED




--- Comment #35 from [EMAIL PROTECTED]  2007-07-25 15:30 ---
er... *actually* marking fixed.


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Re: [Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-24 Thread Simon Bradley
I'd agree with that. In fact we could convert the wavs to ogg, too, to
save space and simplify matters. Hmm, I wonder if we could solve the
occasional midi issues with a conversion, too?

MP3-WAV is already kind of what happens (or should happen) when the
MP3 is played back. And what has to happen to play any mp3. I believe
our slightly-older version of SDL_mixer uses SMPEG to convert the MP3
to wave data in memory so it can mix it with the other sources.

I don't think we should be forced to be backwards-compatible with
nightlies, either, otherwise what's the point of not calling them
releases? They are unstable, and subject to change. If we decide we
can't (or shouldn't) support some sound formats, then that's just
tough.

But then I am 2 versions of FB out of date, and god-knows-how-many
revisions of OHR. I think I have some free time scheduled for
December, as long as nothing overruns.

Simon

On 7/24/07, S'orlok Reaves [EMAIL PROTECTED] wrote:

 Here's my 1.8 cents (exchange rates sap me dry... but
 anyways.)

 Remember what you all are here for: programming games.
 The average home-brew developer won't care if you
 import everything into, say, bp3 (BAM-p-3... shudder)
 so long as it works for him. Same with graphics (i.e.,
 Mode-X). He JUST wants to make games, with no
 DETECTABLE loss in the graphics/sounds he imports.

 So, if I were you, I'd make it easier on yourselves
 and support only OGG, with the run-time conversion of
 MP3-OGG as James/Keith suggested.

 Best of luck!
 (- sR
 PS: You also catch conversion bugs earlier in the
 pipeline. (The developer complains conversion doesn't
 work, rather than the player complaining this sounds
 terrible.)




 --- [EMAIL PROTECTED] wrote:

 
 http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372
 
 
 
 
 
  --- Comment #29 from [EMAIL PROTECTED]
  2007-07-23 15:19 ---
  (In reply to comment #28)
   Um, we wouldn't transcode them on import. That
  would be stupid. We would do it
   at run time, where the impact is less.
  
 
  Import-time transcoding from MP3-OGG makes sense.
 
  Run time transcoding from MP3-WAV might work, but
  could be a performance
  problem.
 
  I actually like the idea that Keith Gable just
  suggested. At import-time,
  detect whether the external tools for MP3-OGG
  conversion are available. If so,
  transcode, if not, disallow MP3 import with an error
  message explaining that
  you need to install the external converters. This is
  my favorite idea so far.
 
 
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 Be a better Heartthrob. Get better relationship answers from someone who 
 knows. Yahoo! Answers - Check it out.
 http://answers.yahoo.com/dir/?link=listsid=396545433
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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-24 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #30 from [EMAIL PROTECTED]  2007-07-24 05:46 ---
I personally think the best solution is dumping/patching SDL_mixer (because
it's buggy all over, and a hazard), but that's probably not feasible. So the
most promising solution is libmad.

I've just found another problem: sdl_mixer doesn't play back low rate wav files
properly either. Windows XP Startup.wav, which I had lying around, is 8000HZ
8bit mono, and sounds totally wrong.

Also, music_native has a loud noise at the beginning when playing the 8000Hz
test, but the battle music and all the rest are fine.


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Re: [Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-24 Thread James Paige
On Tue, Jul 24, 2007 at 01:39:34PM +0100, Simon Bradley wrote:
 I'd agree with that. In fact we could convert the wavs to ogg, too, to
 save space and simplify matters. Hmm, I wonder if we could solve the
 occasional midi issues with a conversion, too?

WAV-OGG would be great. it would be no extra work compared to MP3-OGG 
and would save space.

I think MIDI-OGG would be a problem. That can be a problemenatic 
conversion, which results in a much bigger file that doesn't sound as 
good. I have no desire to remove midi playback functionality from GAME.

---
James Paige
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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-24 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #32 from [EMAIL PROTECTED]  2007-07-24 10:21 ---
*** Bug 316 has been marked as a duplicate of this bug. ***


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-23 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #24 from [EMAIL PROTECTED]  2007-07-23 14:27 ---
Ooh! Would that let us use MP3s as sound effects? Say yes.


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-23 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #25 from [EMAIL PROTECTED]  2007-07-23 14:30 ---
I suppose it would. :)


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-23 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #26 from [EMAIL PROTECTED]  2007-07-23 14:38 ---
According to
http://www.libsdl.org/cgi/viewvc.cgi/trunk/SDL_mixer/CHANGES?revision=3329view=markup
version 1.2.8 of SDL_mixer supports libMAD for playing MP3 files... I believe
it is an optional compile-time option.


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-23 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #29 from [EMAIL PROTECTED]  2007-07-23 15:19 ---
(In reply to comment #28)
 Um, we wouldn't transcode them on import. That would be stupid. We would do it
 at run time, where the impact is less.
 

Import-time transcoding from MP3-OGG makes sense.

Run time transcoding from MP3-WAV might work, but could be a performance
problem.

I actually like the idea that Keith Gable just suggested. At import-time,
detect whether the external tools for MP3-OGG conversion are available. If so,
transcode, if not, disallow MP3 import with an error message explaining that
you need to install the external converters. This is my favorite idea so far.


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Re: [Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-04 Thread Simon Bradley
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 paainful)


We could secretly convert them all to .oggs on import.
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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-03 Thread Bob-bugzilla
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?


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Re: [Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-03 Thread Simon Bradley
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.

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.

And by we, I don't really mean me, these days. :-) My source must be
a few hundred revisions out of date by now.

Simon
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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-03 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #10 from [EMAIL PROTECTED]  2007-07-03 15:46 ---
Created an attachment (id=108)
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(http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/attachment.cgi?id=108action=view)
8000 Hz test mp3


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-03 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #11 from [EMAIL PROTECTED]  2007-07-03 15:47 ---
Created an attachment (id=109)
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11025 Hz test mp3


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-03 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #12 from [EMAIL PROTECTED]  2007-07-03 15:47 ---
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16000 Hz test mp3


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-03 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #13 from [EMAIL PROTECTED]  2007-07-03 15:47 ---
Created an attachment (id=111)
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22050 Hz test mp3


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-03 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #14 from [EMAIL PROTECTED]  2007-07-03 15:47 ---
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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-07-03 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #15 from [EMAIL PROTECTED]  2007-07-03 15:48 ---
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Re: [Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-06-28 Thread Simon Bradley
On 6/27/07, Keith Gable [EMAIL PROTECTED] wrote:
 On 6/27/07, Keith Gable [EMAIL PROTECTED] wrote:
  If 88200Hz works, I'd be willing to say that the MP3 decoder only
  supports multiples of 22050Hz.

 Actually, like. Multiples or halves of 44100Hz. I shoulda divided
 22020/2 before I said that... :(


I have a vague recollection that SDL Mixer is set up to output at
22050. It /should/ automatically convert everything to that rate, but
it sounds like it's doing a very bad job with the MP3s.

Simon
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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-06-27 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #5 from [EMAIL PROTECTED]  2007-06-27 10:33 ---
I tested a variety of other common sampling rates.

8000   No sound
11025  No sound or garbled sound or crash
16000  Plays too fast
22050  Plays just fine
44100  Plays just fine (almost all mp3 is recorded at this rate)
48000  Play slollyyy
96000  Plaays sloowlll


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-06-27 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #6 from [EMAIL PROTECTED]  2007-06-27 10:35 ---
Oh, it is also worth mentioning that the size difference between MP3 files
sampled at different rates is very small, so there is only minimal size
advantage to recording your MP3s at lower rates.


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Re: [Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-06-27 Thread Keith Gable
On 6/27/07, [EMAIL PROTECTED]
[EMAIL PROTECTED] wrote:
 22050  Plays just fine
 44100  Plays just fine (almost all mp3 is recorded at this rate)

44100/2 = 22050 ... which works
44100*2 = 88200 ... does this also work?

If 88200Hz works, I'd be willing to say that the MP3 decoder only
supports multiples of 22050Hz.

-- 
Keith Gable
Lead Programmer / Project Leader
The Ignition Project http://www.ignition-project.com/

[Ask me how you can get a free Gmail account - Now with Google Chat!]
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Re: [Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-06-27 Thread Keith Gable
On 6/27/07, Keith Gable [EMAIL PROTECTED] wrote:
 If 88200Hz works, I'd be willing to say that the MP3 decoder only
 supports multiples of 22050Hz.

Actually, like. Multiples or halves of 44100Hz. I shoulda divided
22020/2 before I said that... :(

-- 
Keith Gable
Lead Programmer / Project Leader
The Ignition Project http://www.ignition-project.com/

[Ask me how you can get a free Gmail account - Now with Google Chat!]
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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-06-27 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #7 from [EMAIL PROTECTED]  2007-06-27 14:14 ---
I repeated the same test with ogg vorbis instead of mp3:

8000   Plays too fast
11025  Plays just fine
16000  Plays just slightly too fast
22050  Plays just fine
44100  Plays just fine
48000  Plays just slightly too slow
96000  Plays to slow (but not as slow as a 48000 mp3)

I also tested with wav files (as sound effects, not as music) and the results
were exactly the same as with ogg vorbis files.


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-06-27 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372





--- Comment #8 from [EMAIL PROTECTED]  2007-06-27 14:38 ---
And also, for completeness, I tested with music_native.

All the ogg files work perfectly
All the wav files work perfectly.
All the mp3 files work perfectly *except* for the 8000 Hz one, which as a loud
staticy SPBLURK! noise inserted at the beginning.

And with music_native, exiting the music import screen causes a crash (but not
the sound effects import screen). I spun off bug 400 for that problem


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[Ohrrpgce] [Bug 372] segmentation fault on 11025 hz MP3 files (music_sdl)

2007-06-26 Thread Bob-bugzilla
http://gilgamesh.hamsterrepublic.com/cgi-bin/bugzilla/show_bug.cgi?id=372


[EMAIL PROTECTED] changed:

   What|Removed |Added

 OS/Version|Linux   |All
Summary|segmentation fault on this  |segmentation fault on 11025
   |song (music_sdl? linux?)|hz MP3 files (music_sdl)




--- Comment #4 from [EMAIL PROTECTED]  2007-06-26 09:49 ---
This is not linux specific. It happens *almost* exactly the same in Windows.

The only difference is that on Windows, there is a delay of about 1 second
before song 10 crashes.

I did some debugging in Linux, and discovered that the song does get loaded
successfully, and the crash happens at some point later (maybe in a separate
music thread?)


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