Sound for Mac?


Problems running or configuring the software, commands & options, compiling, different platforms, using the interface, documentation, etc.

Snake Sneak

Posts: 91

Joined: Friday, 14th January 2011, 18:32

Post Thursday, 31st March 2011, 22:29

Sound for Mac?

Is there any way to turn sound on for Mac Tiles? I've never heard a peep.
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Dungeon Master

Posts: 4031

Joined: Thursday, 16th December 2010, 20:37

Location: France

Post Thursday, 31st March 2011, 23:20

Re: Sound for Mac?

There's no sound effect in crawl. On any platform.
<+Grunt> You dereference an invalid pointer! Ouch! That really hurt! The game dies...
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Vaults Vanquisher

Posts: 482

Joined: Thursday, 16th December 2010, 21:08

Location: Savannah, Ga.

Post Friday, 1st April 2011, 02:07

Re: Sound for Mac?

The only sound I ever hear is the groan I utter when another character bites the dust.
  Code:
Jory screams, "No, no!" before exploding into a cloud of blood!

Blades Runner

Posts: 546

Joined: Monday, 20th December 2010, 14:25

Post Friday, 1st April 2011, 03:20

Re: Sound for Mac?

tcjsavannah wrote:The only sound I ever hear is the groan I utter when another character bites the dust.


This is a good reason for incubi and succubi.
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Dungeon Master

Posts: 182

Joined: Saturday, 18th December 2010, 10:26

Location: Germany

Post Friday, 1st April 2011, 13:12

Re: Sound for Mac?

galehar wrote:There's no sound effect in crawl. On any platform.

That is not quite true. There is, after all, the corresponding option:
  Code:
sound = <regex>:<path to sound file>
        Plays the sound file if a message contains regex. The regex
        should not include commas or colons. For example
             sound = LOW HITPOINT WARNING:sound\sounds2\danger3.wav
        Getting appropriate sound files may be difficult. Check other
        roguelikes or old computer RPGs. Alternatively, ask for help
        in the newsgroup rec.games.roguelike.misc.

It does, however, look as if sound needs to be compiled in and even if I comment out the #ifdef check, I can't get it to do anything on Windows Tiles - but I think it's supposed to work. If it is deprecated, why are we keeping the option and corresponding code? If it does work somehow, it's system-dependent, so it's possible it couldn't currently work for Mac.

Compare
  Code:
void play_sound(const char *file)
{
#if defined(WINMM_PLAY_SOUNDS)
    // Check whether file exists, is readable, etc.?
    if (file && *file)
        sndPlaySoundW(utf8_to_16(file).c_str(), SND_ASYNC | SND_NODEFAULT);

#elif defined(SOUND_PLAY_COMMAND)
    char command[255];
    command[0] = 0;
    if (file && *file && (strlen(file) + strlen(SOUND_PLAY_COMMAND) < 255)
        && shell_safe(file))
    {
        snprintf(command, sizeof command, SOUND_PLAY_COMMAND, file);
        system(utf8_to_mb(command));
    }
#endif
}


I liked that feature in NetHack, wouldn't mind getting it to work for Crawl.
Please report bugs to Crawl's bug tracker, and leave feedback on the development wiki. Thank you!

For this message the author jpeg has received thanks:
ohmi

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