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KOF2001 sound associations and other bugs


mer-curious
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And finally updated the playing function from the "manage associations" dialog to handle the loop, and if you entered the sound commands dialog with a track playing, it's restored when you leave. And a new binary is on its way... !

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  • 4 weeks later...

Bang, Iccuslus suddenly exited from hibernation and fixed sdl_sound... ! See there : https://github.com/icculus/SDL_sound/commits/main almost 1 month later, but better now than never of course...

Now I hesitate : is it better to remove the new mp3 dll and return to the old decoder and just forget all that and stay with what we have ?
Well luckily only 1 version used the new dll, and it was included in the raine archive, so removing it now will have no consequence.
So I guess it's probably the thing to do, the mp3 decoder used in sdl_sound is still smaller and maybe faster...

Oh at least I'll have to try it first. Apparently the bug was that when the decoder returned something less than the expected bytes to read (which happens for the last block), it was understood as eof (end of file), and so the last block was not handled. Oh well... He finally closed the bug thread on github with this fix.

edit : yeah, the fix works !

Edited by Tux
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Posted (edited)

Great news Tux!

I agree with you, I think it's better to switch again to the faster DLL once the bug is now fixed and everything works normally.

Thank you again for your work.

Edited by mer-curious
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6 hours ago, mer-curious said:

Great news Tux!

I agree with you, I think it's better to switch again to the faster DLL once the bug is now fixed and everything works normally.

Thank you again for your work.

It's smaller, but probably not faster, mpg123 is very concerned about speed too, it's full of assembler code inside so I doubt it's slower !

But I reverted to the old mp3 driver anyway... ! (I kept the mpg123 code commented in case it's useful again one day !)

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