D16978: Reenable sounds in Kolf
Yuri Chornoivan
noreply at phabricator.kde.org
Mon Nov 19 05:22:16 GMT 2018
yurchor added a comment.
In D16978#361763 <https://phabricator.kde.org/D16978#361763>, @aacid wrote:
> In D16978#361614 <https://phabricator.kde.org/D16978#361614>, @yurchor wrote:
>
> > In D16978#361561 <https://phabricator.kde.org/D16978#361561>, @aacid wrote:
> >
> > > the wall sound is not played, any idea when that was lost form the code?
> > >
> > > Also i thnk we should eventually move to kgsound, but that's for another time.
> > >
> > > I guess you can commit, but if you could investigate why the wall sound was removed it'd be nice, since it feels weird not to have it playing (the wall.wav is there)
> >
> >
> > It seems that it was removed in 5fb04e3feca8c15b4deb6d86ce37fd4e5e898e99 <https://phabricator.kde.org/R407:5fb04e3feca8c15b4deb6d86ce37fd4e5e898e99> and never have been restored. On the overloaded machine (e.g. when Baloo has decided to take the rule) even now sounds can lead to the tearing in the ball movement. Anyway, it is better explicitly switch off the sound than trying to decide why it is not working (and even not compiled), imho.
>
>
> Do you think you can give it a try porting to kgsound? technically it's supposed to be much less resource intensive and shouldn't be "too hard" (TM)
I do not know (it might need a very heavy fuel as we see on the KolourPaint example). No hard promises in our business. ;)
First things first. Kolf should be ported away from kdelibs4support to make it safe for the next several years and Kolf should keep its full set of features. Optimizations can wait, imho
REPOSITORY
R407 Kolf
REVISION DETAIL
https://phabricator.kde.org/D16978
To: yurchor, #kde_games, ltoscano, arojas, aacid
Cc: aacid, kde-games-devel
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