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hogarius
Adept


Joined: 29 Jan 2003
Posts: 221
Location: islands.genesismuds.org

PostPosted: Wed Jun 23, 2010 2:52 am   

[3.20] Sounds not working in child window triggers
 
The following trigger does not play the sound in my "Communicator" child window:

Code:
<trigger priority="70" id="99">
  <pattern>^PBR - 1: *</pattern>
  <value>#cw aquamarine,cadetblue;#play "514.wav"
</value>
</trigger>


However, if I specify the full pathname, the sound plays:

Code:
<trigger priority="70" id="99">
  <pattern>^PBR - 1: *</pattern>
  <value>#cw aquamarine,cadetblue;#play "c:\cmud\ModusOperandi\Sounds\514.wav"</value>
</trigger>


Both triggers work in my main output window.
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Rahab
Wizard


Joined: 22 Mar 2007
Posts: 2320

PostPosted: Wed Jun 23, 2010 1:27 pm   
 
Is your Communicator window defined in a separate package from your main window? If so, is that package in a different folder on your computer?
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hogarius
Adept


Joined: 29 Jan 2003
Posts: 221
Location: islands.genesismuds.org

PostPosted: Wed Jun 23, 2010 5:22 pm   
 
No, the communicator window and the main window are both in the primary ModusOperandi package.

Also, I should have noted that the trigger worked in 3.19f but does not in 3.20.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Wed Jun 23, 2010 7:54 pm   
 
Show me the line from the MUD that was supposed to fire the trigger. I played with it a bit here and couldn't get it to fail.
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hogarius
Adept


Joined: 29 Jan 2003
Posts: 221
Location: islands.genesismuds.org

PostPosted: Thu Jun 24, 2010 1:16 am   
 
This is a sample line that fires the trigger. The text is captured to the Communicator window correctly and is colored correctly, but the sound does not play.

Again, if the trigger is in the main window, it works fine. But the sound does not play if the trigger is set up in the Communicator window.

I'm running Windows XP, if that makes any difference.

Code:

PBR - 1: Wegarius Hodge transmits, "Hello, all."
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MattLofton
GURU


Joined: 23 Dec 2000
Posts: 4834
Location: USA

PostPosted: Thu Jun 24, 2010 2:55 am   
 
Check preferences? Perhaps Sounds are window specific, too? Or currently window-specific when they're supposed to be global?
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hogarius
Adept


Joined: 29 Jan 2003
Posts: 221
Location: islands.genesismuds.org

PostPosted: Sat Jun 26, 2010 1:44 pm   
 
I'm using version 3.21 now. I went to my Preferences in the Communicator window, and to the Sounds tab, and typed in c:\cmud\ModusOperandi\Sounds\ in the Sounds Directory field. The Sounds are now playing when the trigger fires.

This will work well enough, but I'm pretty sure I didn't have to do that in version 3.19f (or was "e" the last 3.19 version? Confused ) My concern is if someone downloads my Modus Operandi package. I know I'd still have to help them set up sounds and such anyway, but it would be better if the sounds in my two child windows (Communciator and Arrivals) defaulted to the same folder as my main ModusOperandi output window.

...Hmmm. If I click on the three windows (main ModusOperandi, child Communicator and child Arrivals), one at a time, the caption in the Preferences screen changes to the window I just clicked on. However, the Sounds Directory field still shows what was previously in that field. In other words, if Sounds Directory is empty for the ModusOperandi window, and I click on the Communicator window in my main CMUD screen, Sounds Directory is also empty for the Communicator window.

The pull down list at the top of the left column in the Preferences window indicates inherited modules, and dependent modules. I'm not sure how to designate an inherited or dependent module, and I'm not sure I want to do that. Can someone give me some guidance on how inherited and dependent modules work?
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Tech
GURU


Joined: 18 Oct 2000
Posts: 2733
Location: Atlanta, USA

PostPosted: Sat Jun 26, 2010 3:28 pm   
 
I'm pretty sure the Sounds folder is session specific and not window specific. So if it set the main session it should be set for all windows. I'm guessing through one of your versions this value got cleared.
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hogarius
Adept


Joined: 29 Jan 2003
Posts: 221
Location: islands.genesismuds.org

PostPosted: Sat Jun 26, 2010 6:30 pm   
 
But if there is no folder specified in the settings, shouldn't it default to something like c:\<cmud data folder>\<session name>\Sounds\ ?

Everything is working now like I want it to, however, now that I have my Sounds folder specified in my preferences for the ModusOperandi session (and therefore for all the windows in that session). So, this issue really isn't a priority for Zugg to work on, at least as far as I'm concerned. I do get caught up sometimes in having to have everything perfectly the way I expect it to be. Smile Sad Neutral
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Sat Jun 26, 2010 8:29 pm   
 
Tech is correct. As with *all* preferences in CMUD, there is a hierarchy. Each child window can have it's own Preferences, but when not set, they default to the setting of the parent window (the main session window). If the Parent window is not set, then the Default Settings apply, and if those are not set, then the internal default within CMUD applies.

In the case of the Sound folder, I had thought it defaulted to \session folder\sounds and then \session folder, and then just . So if this is working then it might be a new bug related to the changes to how preferences are stored internally. So if somebody could try to reproduce and verify this issue, let me know.
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Zugg
MASTER


Joined: 25 Sep 2000
Posts: 23379
Location: Colorado, USA

PostPosted: Wed Aug 25, 2010 8:54 pm   
 
I could not reproduce this at all.

Even if no folder is specified in the Sound Directory setting, CMUD always searches for sounds in the following search order:

1) SoundPath
2) DataPath\SessionName\Sounds
3) DataPath\SessionName
4) DataPath

where "DataPath" is the location of your User Session Data files (usually "My Documents\My Games\CMUD") and "SessionName" is the name of the session.

I created a session called "TestSound" and then created a window called "test". I turned on the command line for the "test" window and then did:

#PLAY mysound.wav

and it found the mysound.wav file properly in the C:\My Documents\My Games\CMUD\TestSound\Sounds directory just like it should. Removed this from bug list.
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