Discussion:
[Freeciv-Dev] [bug #25564] sound scripting breaks after a few tens of turns
wotan
2017-03-07 11:24:38 UTC
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URL:
<http://gna.org/bugs/?25564>

Summary: sound scripting breaks after a few tens of turns
Project: Freeciv
Submitted by: wotan
Submitted on: Tue 07 Mar 2017 11:24:37 AM UTC
Category: client-gtk-3.22
Severity: 3 - Normal
Priority: 5 - Normal
Status: None
Assigned to: None
Originator Email:
Open/Closed: Open
Release: r35072
Discussion Lock: Any
Operating System: None
Planned Release:
Contains string changes: None

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Details:

after a few turns sound breaks and you hear only the erroneous (gunpowder)
explosion sound at the start of each turn


my sounds settings

stdsounds
stdmusic
SDL

'enable sound effects' enabled
'music' disabled
'menu music' disabled


I suspect the svn version isnt compatible with the sound pack




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wotan
2017-03-12 15:50:57 UTC
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Follow-up Comment #1, bug #25564 (project freeciv):

in dio_put_uint16_raw() [dataio_raw.c::288]: assertion '!((int) (__extension__
({ unsigned short int __v, __x = (unsigned short int) (x); if
(__builtin_constant_p (__x)) __v = ((unsigned short int) ((((__x) >> 8) &
0xff) | (((__x) & 0xff) << 8))); else __asm__ ("rorw $8, %w0" : "=r" (__v) :
"0" (__x) : "cc"); __v; })) != value)' failed.
Please report this message at http://gna.org/projects/freeciv/


this message starts appearing in chat around the same time

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wotan
2017-03-13 21:55:57 UTC
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Follow-up Comment #2, bug #25564 (project freeciv):


.freeciv/dev/freesounds.soundspec
...
; options = "+soundspec"
options = "+Freeciv-2.6-soundset"
...


changing the soundspec as above seems to fix sound

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