[Kde-games-devel] Checking OGG sounds in KGoldrunner

Albert Astals Cid aacid at kde.org
Mon Jul 13 00:39:53 CEST 2009


A Dilluns, 13 de juliol de 2009, Ian Wadham va escriure:
> On Mon, 13 Jul 2009 1:52:09 am Albert Astals Cid wrote:
> > A Dilluns, 6 de juliol de 2009, Ian Wadham va escriure:
> > > Please could you try out the new OGG sounds in
> > > trunk/kdegames/kgoldrunner/, preferably with Qt 4.5.
> > > If all goes well, I would like to backport them to theMoveSequence.h
> > > KDE 4.3 branch, for release with KDE 4.3.
> >
> > I tried it now and seems okaish, had the same problem as Frederik with
> > the fall sound still going on after failing, i think it's a bit ugly to
> > have this bug and if you can show us the way we might get it to be fixed
> > for 4.3
>
> When I found this bug, I decided to stop at just re-activating the sound,
> which was quite a large fix for this late in the day, but an important one.
>
> Trouble is the "falling-sound-going-on-and-on" bug is a cross-module
> thing.  The module that implements Pause and Kill Hero does not "know"
> what the sound is doing.  I am worried that the way sound is done really
> needs some re-structuring and that it will be too much to attempt so close
> to a release.  Maybe 4.3.1 ... ?

deal!

Albert

>
> Cheers, Ian W.
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