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Bug #803

closed

Sounds play intermittently. (Approximately every other time they're called.)

Added by Brian Flanagan over 3 years ago. Updated over 3 years ago.

Status:
Closed
Priority:
High
Assignee:
Target version:
Start date:
07/15/2021
Due date:
% Done:

0%

Estimated time:
1:00 h
Affected version:

Description

Tested in 1.0.0 (B8) u15 on 7/15/2021 in macOS.

Example: The sound should play each time you hit a key, but only does about half the time:

#manifest: "aoz"
load asset "Blip_2.wav",1
// Volume Audio range = 0 to 100%
vol=100 : st=5

Print Manifest$
Repeat
    Locate 0,1 : Print Using "Volume: ###";vol-st
    volume audio 1,vol-st
    play audio 1
    vol=vol-st
    Wait Key
Until vol <=0
Print "Done!"
Actions #1

Updated by Brian Flanagan over 3 years ago

Re-tested in 1.0.0 (B9) u16.
Still a problem.

For the sample code, change Blip_2.wav to Blip02.wav. (Apparently, the name changed.)

#manifest: "aoz"
load asset "Blip02.wav",1
// Volume Audio range = 0 to 100%
vol=100 : st=5

Print Manifest$
Repeat
    Locate 0,1 : Print Using "Volume: ###";vol-st
    volume audio 1,vol-st
    play audio 1
    vol=vol-st
    Wait Key
Until vol <=0
Print "Done!"
Actions #2

Updated by Brian Flanagan over 3 years ago

Re-tested in 1.0.0 (B10) u16
Still plays intermittently.

Actions #3

Updated by Brian Flanagan over 3 years ago

  • Affected version changed from 1.0.0 (B8) u15 to 1.0.0 (B10) u16

Re-tested in 1.0.0 (B10) u16
Still plays only about every other time.

Actions #4

Updated by David Baldwin over 3 years ago

  • Status changed from New to Resolved
  • Assignee set to David Baldwin

Fixed! A sound couldn't be played until the previous play of it had finished. Sound is now ended automatically before it is replayed.

Actions #5

Updated by Brian Flanagan over 3 years ago

  • Status changed from Resolved to Closed

Great! It's working now.
That's odd though, that the play hadn't finished... even if I waited a long time before pressing the next key.
That's why I'm not sure about this fix.

Also, we don't necessarily want a sound to stop when the next one is played, unless it is specifically on the same channel, since many programs require playing multiple sounds at the same time. I hope this fix won't affect this ability.

Actions #6

Updated by Brian Flanagan over 3 years ago

Also, apparently, there is a problem with VOXLoader.js

Uncaught ReferenceError: THREE is not defined
Errors in OBJLoader.js, FBXLoader.js, ColladaLoader.js, GLTFLoader.js, DRACOLoader.js, AnaglyphEffect.js, AsciiEffect.js, OutlineEffect.js, StereoEffect.js

Actions #7

Updated by David Baldwin over 3 years ago

The sample you used actually runs for one second, even though the audible noise only lasts for about 0.25 seconds. Other problems are new, Francois working on sound at moment?

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