bugGnash - The GNU Flash player - Bugs: bug #33888, Overlapping event sounds in super...

 
 

bug #33888: Overlapping event sounds in super mario bros

Submitted by:  Sandro Santilli <strk>
Submitted on:  Sat 30 Jul 2011 08:25:18 AM UTC  
 
Category: soundSeverity: 3 - Normal
Release: masterStatus: Fixed
Privacy: PublicAssigned to: Sandro Santilli <strk>
Open/Closed: Closed

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Sat 13 Aug 2011 08:44:08 AM UTC, comment #7:

Fixed and regress-tested in 2cba2bac31734e1c33465c0cf929f29d5d226ac3

Sandro Santilli <strk>
Project MemberIn charge of this item.
Fri 12 Aug 2011 08:28:18 PM UTC, comment #6:

The attached patch proves Jan's hint correct. At least with Mario :)
I'd like to have an automated testcase before pushing it upstream.

(file #23792)

Sandro Santilli <strk>
Project MemberIn charge of this item.
Fri 12 Aug 2011 08:00:01 PM UTC, comment #5:

According to Jan Flanders, calling .stop() on a Sound object which isn't associated to a specific timeline should result in stopping all sounds.

He gives this example:

var snd1:Sound = new Sound();//no target in the constructor
snd1.loadSound("sound1.mp3", true);

var snd2:Sound = new Sound();//no target in the constructor
snd2.loadSound("sound2.mp3", true);

//Problem:
snd1.stop();//this also stops sound2
//and stops all other sounds in the entire movie even though
//you explictly said: snd1.stop() (idem for setVolume() etc.)

Sandro Santilli <strk>
Project MemberIn charge of this item.
Sat 30 Jul 2011 01:36:35 PM UTC, comment #4:

giving up, any taker is welcome

Sandro Santilli <strk>
Project MemberIn charge of this item.
Sat 30 Jul 2011 10:48:28 AM UTC, comment #3:

soundHandle 14 correspond to DEFINESOUND with characterID 15, to extract with swfextract... it's exported as 'marioMusic' and attached to a Sound object in main timeline:

stop();
marioMusic = new Sound();
marioMusic.attachSound('marioMusic');
marioMusic.start(0,20);

Sandro Santilli <strk>
Project MemberIn charge of this item.
Sat 30 Jul 2011 09:15:20 AM UTC, comment #2:

This is the sound that never stops:

DEBUG: Sound.start: sundId:14, secOff:0, loops:19

I'm afraid there's no explicit drop so should really be stopped by deletion of the Sound object, but as we register the sound to movie_root in order to implement onSoundComplete... we're condamned to have it alive !

Sandro Santilli <strk>
Project MemberIn charge of this item.
Sat 30 Jul 2011 08:34:07 AM UTC, comment #1:

Note: it's not a streaming sound, but an event sound

Sandro Santilli <strk>
Project MemberIn charge of this item.
Sat 30 Jul 2011 08:25:18 AM UTC, original submission:

When mario dies, or when you hit 'Exit' button on top-left corner, the old music keeps going and new music starts. This results in a pile of music streams being played together as you continue playing.

A copy of the game is here:

http://strk.keybit.net/tmp/mario.swf

Sandro Santilli <strk>
Project MemberIn charge of this item.

 

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    Follow 9 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Sat 13 Aug 2011 08:44:08 AM UTCstrkStatusConfirmed=>Fixed
      Open/ClosedOpen=>Closed
    Fri 12 Aug 2011 08:28:18 PM UTCstrkAttached File-=>Added 0001-Sound.stop-invoked-on-an-unattached-Sound-stops-all-.patch, #23792
      Assigned toNone=>strk
    Sat 30 Jul 2011 01:36:35 PM UTCstrkStatusIn Progress=>Confirmed
      Assigned tostrk=>None
    Sat 30 Jul 2011 08:36:30 AM UTCstrkStatusNone=>In Progress
      Assigned toNone=>strk
    Sat 30 Jul 2011 08:34:07 AM UTCstrkSummaryOverlapping music in super mario bros=>Overlapping event sounds in super mario bros

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