Gdash

Everything about the modern clones and remakes.

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LogicDeLuxe
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Re: sounds

Post by LogicDeLuxe »

cirix wrote:i will write about these things in the readme file later.
Good idea.
I also wonder what happened to the TODO file. It's empty in your latest release.
cirix wrote:i'm not willing to code it. and this way, with samples, the sound can also be "themed."
Boulder and Diamond pickup sounds could also be played correctly when restarting the sample, but it has to be cut at the correct time to avoid clicks.

For explosion and boulders, you also could use several versions like the falling diamond sounds, so it appears more random. If you support themes, there has to be a way to setup such things anyways.
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cirix
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walking sound

Post by cirix »

hi logicdeluxe,

i do not understand this one:
The walking noise should play as fast as the actual walking, but isn't.
i checked the walking sound using vice, boulder dash 1, by recording it to a wav file and opening it in a sound editor. the walking sound was always 40ms, also on slow caves and fast caves/intermissions. the pause between the sounds was of course different, as the caves do not have the same speed: frametime minus 40ms.
and, of course, one walking sound for every step.

bye
cirix
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CWS
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Re: walking sound

Post by CWS »

I tested the Windows version.

Maybe you are right but there is really a lag when playing the sound for walking. The sound for walking should be played at the exact time as the player walks. At the moment the player walks and after that is finished the sound is played.
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cirix
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sound lag

Post by cirix »

sdl mixer induces the lag. there always be a lag, as the sound is not synthesized by the hardware, but mixed by software, and there should be a buffer. (vice works the exact same way.)
if i decrease the buffer, clicks may appear. maybe i will create a setting in the options menu, and you will be able to select buffer size, depending on your computer's speed.

bye
cirix
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cirix
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new version

Post by cirix »

hi, i uploaded 20080726 with most of the sound errors corrected. i also decreased sound buffer size. hope it works; if not, you can still download 0722 again :) bye
cirix
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CWS
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Post by CWS »

The game sdash does have a very small window. Would be nice to be able to make it bigger.
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CWS
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Post by CWS »

Just an idea - add sounds for

ticking of the bomb
stirring the pot
gravitation switch
pneumatic hammer
teleporter
collecting skeletons
water
acid

By the way - sound seems to be all right. At least on the Windows version - I didn't manage to compile the MacOS X version with SDL yet.
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CWS
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Post by CWS »

LogicDeLuxe wrote:In German menus "zur Übersicht konvertieren" "Übersicht löschen" etc.. Übersicht really is confusing. It should be called Karte instead.
You are right! I never thought of this! ;) "Karte" would be the correct translation for map!
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CWS
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Post by CWS »

I managed to install GDash with SDL sound on MacOS X.

Just a short tutorial:

After installing GTK+ with MacPorts, download SDL and SDL mixer and install both via Terminal (until MacOS X 10.4.11 with X11 Terminal, beginning with MacOS X 10.5 with regular Terminal) and do a "./configure", "make" and "make install" within each directory.

http://www.libsdl.org/release/SDL-1.2.13.tar.gz

http://www.libsdl.org/projects/SDL_mixe ... 2.8.tar.gz

After that edit the .tcshrc file in your home directory and add the following commands:

setenv PATH /opt/local/bin:/opt/local/sbin:/usr/local/bin:/usr/local/lib:/usr/local/include:$PATH

After that go to the GDash directory and do a "./configure", "make" and "make install" (you have to do a "make install" otherwise GDash does not find its samples).

You will find the executeable binary of the game in /usr/local/bin/. You can make an Alias to your desktop. Doubleclicking this Alias will start the game.

Now it should work with sound! :) Have fun! :)
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CWS
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Post by CWS »

One small problem: When changing the gravitation, the waiting stones, the bubble and the falling wall still can only be triggered like gravitation would be down. Shouldn't they react according to the changed gravitation direction?
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Post by LogicDeLuxe »

CWS wrote:One small problem: When changing the gravitation, the waiting stones, the bubble and the falling wall still can only be triggered like gravitation would be down. Shouldn't they react according to the changed gravitation direction?
It's like in Crazy Dream 7 and there is even an Intermission designed that way.
Having effecting those elements optionally would make sense, though, and would allow even more complex puzzles.
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Post by LogicDeLuxe »

A lot better, but still some issues:

Growing Wall should have the same sound as falling Boulders.

There should be no walking noise while a Diamond is picked up (unless another Rockford walks at the same time).

There is a lag in the walking noise. Falling Diamonds and Boulders should have this lag, as it is on the C64 the same way. Though walking and picking up diamond sounds should appear in real time with no lag.

And having a fast forward hotkey in the SDL version would be nice.

Exporting vertical expanding wall to CrLi is refused. It should be exported as a regular expanding wall and the expanding wall switch should be preset accordingly. Only if horizontal and vertical expanding walls are placed in the same cave, there should be a warning message.

The C64-like status bar would be even more authentic with the original C64 Boulder Dash font.
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CWS
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Post by CWS »

LogicDeLuxe wrote:Growing Wall should have the same sound as falling Boulders.
But maybe it could be solved as a separate sample (even if it's the same) as it gives the possibility to use a different sample!?

Maybe it would be the best to use the same sample (for samples which are the same; e.g. Skeletons/Keys and Diamonds) but as a different file so it can easily replaced with a better or simply different one in future.
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Post by LogicDeLuxe »

Sure, a different sample for different things makes sense.

While at it, would it be possible to use Ogg Vorbis instead of uncompressed wave. Those C64 samples are simple waveforms and therefore compress very well.

Also the walking noise should be 44100 Hz. It has much high frequencies and just doesn't sound the same when reduced. With Ogg Vorbis, it wouldn't change much in size even if all sounds were 44100 Hz as most don't have important high frequencies, but having all the same would ease the mixer since no resampling is needed.

Alternatively, if you must stay with 22050 Hz, you could try making the walking sound into empty space just a bit quiter, so it sounds more different.
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cirix
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fullscreen

Post by cirix »

hi

CWS:
The game sdash does have a very small window. Would be nice to be able to make it bigger.
go to options, select fullscreen, and restart. unfortunately. sdl only supports runtime fullscreening and unfullscreening on x11 (not even on windows), so i do not use it.

bye
cirix
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