bugFreeciv - Bugs: bug #25564, sound scripting breaks after a few...

 
 
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bug #25564: sound scripting breaks after a few tens of turns

Submitted by:  wotan <wotan>
Submitted on:  Tue Mar 7 11:24:37 2017  
 
Category: client-gtk-3.22Severity: 3 - Normal
Priority: 5 - NormalStatus: None
Assigned to: NoneOpen/Closed: Open
Release: r35072Operating System: None
Planned Release: Contains string changes: None

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Mon Mar 13 21:55:57 2017, comment #2:

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

changing the soundspec as above seems to fix sound

wotan <wotan>
Sun Mar 12 15:50:57 2017, comment #1:

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

wotan <wotan>
Tue Mar 7 11:24:37 2017, original submission:

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

wotan <wotan>

 

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