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Strange issue with battle music...

 
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chronoboy
Into the past with a splash




Joined: 04 Jun 2010
Posts: 162
Location: Canada

PostPosted: Thu Nov 18, 2010 6:37 pm    Post subject: Strange issue with battle music... Reply with quote

If my map ambient music is being played in OGG format, and then a battle starts which uses battle music in MIDI format, it does not play. The sound effects are perfectly there, but the battle music and victory music are absent.

I am also not setting the ambient music via general map data, I am setting it up in a script. The map ambient music is set to: -same as previous map- for both maps using OGG and MIDI music in general map data. The autorun script uses "set ambient music" to set up the music for the map.
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TMC
On the Verge of Insanity




Joined: 05 Apr 2003
Posts: 3240
Location: Matakana

PostPosted: Thu Nov 18, 2010 7:25 pm    Post subject: Reply with quote

Does your ambient music play during the battle, or does no music at all play?

What if you switch between these two songs in Custom, or set them as the ambient music of two adjacent maps?

Do you have the same problem for all pairs of OGG and MIDI songs or just these two?

I assume you're using the default backends (either a stable release, or a default nightly build).
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chronoboy
Into the past with a splash




Joined: 04 Jun 2010
Posts: 162
Location: Canada

PostPosted: Thu Nov 18, 2010 11:31 pm    Post subject: Reply with quote

The Mad Cacti wrote:
Does your ambient music play during the battle, or does no music at all play?

No music plays at all, just sound effects.

The Mad Cacti wrote:
What if you switch between these two songs in Custom, or set them as the ambient music of two adjacent maps?

It is all maps which use this OGG music, that do not have any MIDI for battle music.

The Mad Cacti wrote:
Do you have the same problem for all pairs of OGG and MIDI songs or just these two?

This is my only imported OGG music file, other music is MIDI. The OGG file is very short and small.

The Mad Cacti wrote:
I assume you're using the default backends (either a stable release, or a default nightly build).

I am using the latest stable download for Linux.
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chronoboy
Into the past with a splash




Joined: 04 Jun 2010
Posts: 162
Location: Canada

PostPosted: Mon Nov 22, 2010 2:47 am    Post subject: Reply with quote

I just had a chance to download and try the nightly, and the bug is still there unfortunately.

Overall, the nightly works good with my current game(used a copy of the game, so I can still work on it in stable).

Here is a copy of the g_debug.txt:
Code:

OHRRPGCE wip 20101120.3999 gfx_sdl+fb/music_sdl FreeBASIC 0.21.1 (08-11-2010) -g -exx Linux
Runtime info: gfx_sdl "SDL 1.2.14 (0 joysticks)"  music_sdl, SDL_Mixer 1.2.8 
Playing game chronoboy.rpg (Chronoboy Adventures) 11-22-2010 04:30:06
rpgfix:Auto-Updating obsolete RPG file
rpgfix:Bumping RPG format version number from 10 to 12
rpgfix:menus.bin record size = 52
rpgfix:ohrrpgce.n00 record size = 32
rpgfix:ohrrpgce.n01 record size = 32
rpgfix:ohrrpgce.n02 record size = 32
rpgfix:ohrrpgce.n03 record size = 32
rpgfix:ohrrpgce.n04 record size = 32
rpgfix:ohrrpgce.n05 record size = 32
rpgfix:ohrrpgce.n06 record size = 32
rpgfix:ohrrpgce.n07 record size = 32
rpgfix:ohrrpgce.n08 record size = 32
rpgfix:ohrrpgce.n09 record size = 32
rpgfix:ohrrpgce.n10 record size = 32
rpgfix:ohrrpgce.n11 record size = 32
rpgfix:ohrrpgce.n12 record size = 32
rpgfix:ohrrpgce.n13 record size = 32
rpgfix:ohrrpgce.n14 record size = 32
rpgfix:ohrrpgce.n15 record size = 32
rpgfix:ohrrpgce.n16 record size = 32
rpgfix:ohrrpgce.n17 record size = 32
rpgfix:ohrrpgce.n18 record size = 32
rpgfix:ohrrpgce.n19 record size = 32
rpgfix:ohrrpgce.n20 record size = 32
rpgfix:ohrrpgce.n21 record size = 32
rpgfix:ohrrpgce.n22 record size = 32
rpgfix:ohrrpgce.n23 record size = 32
rpgfix:ohrrpgce.n24 record size = 32
loading awesome new loadglobalvars from /tmp/ohrrpgce/chronoboy.saves/4.rsav


It's not displaying any messages relating to not being able to play the music.

The only issue I have with the nightly is that the fact that every save is in a separate file. Sad... I plan on using export globals to save some "special data", some of which I would not want copied or sometimes removed. I guess I will need to put in some sort of verification or checksum to make sure files haven't been swapped and such to cheat, or cause confusion within the game itself. Some of these globals are required for some function to work in the game, they are placed in a separate file, so that every save file has access to those features that were say unlocked and such.

Although this multi-save file feature does bring in new possibilities... I could for example store licensing info or paid purchases in them(if I wanted to go that route). It would be an interesting idea though to try out. I could give away exclusive items for contests by emailing them an RSAV file... Hmm, starting to think of more possibilities with this. I can make an item trading system... The only problem with RSAVs is that you can more easily back up single save files.

TMC, I'll Email you a copy of my RPG file and an RSAV saved in the exact area of the bug to be used with the latest nightly. Hopefully this can get resolved soon.
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Chronoas




Joined: 18 Sep 2008
Posts: 37

PostPosted: Fri Nov 26, 2010 7:29 pm    Post subject: Reply with quote

This sounds somewhat similar to an issue I had a while back that James fixed. For the devs, maybe there is some relation?

http://www.castleparadox.com/ohr/viewtopic.php?t=5872
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