Re: [Plib-users] Crash in plibsl
Brought to you by:
sjbaker
|
From: Steve B. <sjb...@ai...> - 2000-08-20 06:03:31
|
Alexander Rawass wrote:
> alex@annika:/vast1/source/3d/plib/plib-cvs0808/examples/src/sl > time
> ./mod_demo
>
> Segmentation fault
OK! So we can be sure it's not an application failure.
> Somehow, it crashes, but no debug printout this time.
Interesting.
> I suspect an illegal MOD file - it was just lying around, never tested
> it before.
OK - better email it to me (*NOT* to the list please).
> Urks - I don't know if I've got some Tracker lying around.
You should probably grab a copy of Funktracker or something - it's always
handy for simple things like speeding the music up or slowing it down.
> Aeh - no.
> You should abort the playing of this mod, maybe try it from the
> beginning
> (if called as loopMusic()), but you shouldn't abort the hole program if
> there's any chance that gameplay can continue without playing the MOD
> (or without playing any sounds) or report an error somehow back to the
> game that uses sl, but please no exit().
Well, that degree of error checking is expensive to implement - and you
wouldn't REALLY ever deliver a game with a corrupt MOD file - so I don't
think it's unreasonable to exit when you find a bad one.
> Have you thought about playing MIDI-Files? (I know it's very different
> in playing from mods)
> I personally would like that better, and I have many MIDI-files around.
Well, very few end-users have their MIDI set up done correctly...and even
when they do, you have no guarantee that their instrument setups are
compatible with the original artist's intentions. You might play a
subtle, gentle piano sonata - only to find that your end user has that
voice set up as "Trobone" or something! There is a standard for this
"General MIDI" - but the selection of instruments is miserable.
Altogether - MIDI is a poor choice.
I'm told there are tools to convert MIDI to MOD - but I have no idea
what they are.
> I didn't touch MODs since I dumped my Amiga, and I expect one can probably
> find more corrupt MODs with real bad sound in the net than good ones?
Not so far. Every MOD file up until now has played OK.
> I proably didn't run that mission with that MOD for more that 2min
> before, so the error didn't occur
OK. But the mod_demo test proves it's not application problems - so
we need to look at the MOD file and go from there.
--
Steve Baker HomeEmail: <sjb...@ai...>
WorkEmail: <sj...@li...>
HomePage : http://web2.airmail.net/sjbaker1
Projects : http://plib.sourceforge.net
http://tuxaqfh.sourceforge.net
http://tuxkart.sourceforge.net
http://prettypoly.sourceforge.net
|