Re: [xmoto-dev] engine sound

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The error is in audacity, it fails generating valid wav files on my system. The next question is: how can I tell xmoto to use ogg files instead of wavs at this place?

gaivota


Nicolas Adenis-Lamarre wrote:
F5 will not help about all what is for the theme values.

$strace xmoto 2> log.log
#play a level with sounds activated
$grep engine_ log.log
#open("/home/nicolas/.xmoto/Textures/Sounds/engine_01.wav", O_RDONLY) = -1 ENOENT (No such file or directory)
#...
$mkdir -p /home/nicolas/.xmoto/Textures/Sounds
$cp /usr/share/sounds/k3b_wait_media1.wav /home/nicolas/.xmoto/Textures/Sounds/engine_01.wav
$strace xmoto 2> log.log
#play a level with sounds activated
# BING BING AHAH my ears!!! it works
$grep engine_ log.log
open("/home/nicolas/.xmoto/Textures/Sounds/engine_01.wav", O_RDONLY) = 16
...

Nicolas


Ville Lahdenvuo a écrit :
did you try pressing F5 to reload database at start window?

2007/8/17, Jens <mothbox@xxxxxxx <mailto:mothbox@xxxxxxx>>:

    I am working on a new engine sound, but I don't see any
    possibillity to
    test my samples. Just replacing the engine_xx.wav in the source tree +
    recompiling or putting them in the appropriate ~/.xmoto dir doesn't
    update them. xmoto --pack in the bin dir also doesn't give me the new
    samples ingame. They always remain the old ones.
    How can I test them?

    gaivota





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