Mon 08 Dec 2008 10:56:08 AM UTC, comment #8:
Confirmed in IRC that the objects are now hidden. They are visible on the right side of the stage if you make the window wider, but that's the way the SWF is designed.
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Tue 02 Dec 2008 02:16:20 PM UTC, comment #7:
Seems fixed. Please test.
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Mon 03 Nov 2008 09:18:01 AM UTC, comment #6:
Can't reproduce the segfault with head either. The version I have that segfaults plays the start of the first sound and stops in the middle, current head starts in the middle of it after a few seconds of silence.
It's with ffmpeg.
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Sat 01 Nov 2008 09:59:35 AM UTC, comment #5:
Bastiaan, it seems this testcase contains a case of
'non-multiple-frames' audio block (an event sound - DEFINESOUND).
I added support in the ffmpeg AUdioDecoder to log an error
in this case, can you do something similar for the GST
audio decoder for a double check ?
Klaus, can you check the movie too ?
It's DEFINESOUND with character id 6.
FFMPEG finds it to have 68 bytes at the end that don't
form a full MP3 frame.
Ben, I can't reproduce the segfault with current trunk,
if you do please tell how to reproduce, and which media
handler you're using.
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Fri 31 Oct 2008 03:01:51 PM UTC, comment #4:
Very interesting testcase, contains these embedded sounds:
- Streaming UNCOMPRESSED 5.5Khz 8bit mono
- Event MP3 22Khz 16bit mono
- Event MP3 22Khz 16bit stereo
- Event MP3 44Khz 16bit mono
- Event MP3 44Khz 16bit stereo
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Fri 31 Oct 2008 02:12:41 PM UTC, comment #3:
It has a segfault with sound now.
Program received signal SIGSEGV, Segmentation fault.
[Switching to Thread 1090525520 (LWP 21196)]
gnash::sound::EmbedSoundInst::useEnvelopes (this=0x989270, length=8192)
at ../../../trunk/libsound/sdl/sound_handler_sdl.cpp:754
754 data[i] = static_cast<boost::int16_t>(data[i] * left); // Left
(gdb) bt
#0 gnash::sound::EmbedSoundInst::useEnvelopes (this=0x989270, length=8192)
at ../../../trunk/libsound/sdl/sound_handler_sdl.cpp:754
^[[5~#1 0x00002b4ae86e7b36 in do_mixing (mixTo=0x205dea0 "", sound=@0x989270,
mixLen=8192, volume=100)
at ../../../trunk/libsound/sdl/sound_handler_sdl.cpp:823
#2 0x00002b4ae86e7de9 in gnash::sound::SDL_sound_handler::mixActiveSound (
this=<value optimized out>, sound=@0x989270, buffer=0x205dea0 "",
mixLen=8192) at ../../../trunk/libsound/sdl/sound_handler_sdl.cpp:1251
#3 0x00002b4ae86e81b3 in gnash::sound::SDL_sound_handler::mixSoundData (
this=0x713e40, sounddata=@0x9893b0, buffer=0x205dea0 "",
buffer_length=8192)
at ../../../trunk/libsound/sdl/sound_handler_sdl.cpp:1295
#4 0x00002b4ae86e82f6 in gnash::sound::SDL_sound_handler::fetchSamples (
this=0x713e40, stream=0x205dea0 "", buffer_length=8192)
at ../../../trunk/libsound/sdl/sound_handler_sdl.cpp:933
#5 0x00002b4ae86e8494 in gnash::sound::SDL_sound_handler::sdl_audio_callback (
udata=0x988c90, buf=0x2aaaab956010 "", bufLenIn=8192)
at ../../../trunk/libsound/sdl/sound_handler_sdl.cpp:974
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Sat 26 Apr 2008 08:40:20 AM UTC, comment #2:
md5sum: 02489f9d6f57fcbb83084736fbf49058
Confirmed, after the game actually start you see
all items (probably a library) at the middle of
the stage. I guess they should be somewhere
outside, for duplicateMovieClip or something.
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Fri 25 Apr 2008 10:14:38 PM UTC, comment #1:
This is SWF6 btw.
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Fri 25 Apr 2008 10:13:43 PM UTC, original submission:
This game, after the introduction, gets a bug where all the inventory items are stacked in the center of the view. I guess they are supposed to be invisible.
http://uploads.ungrounded.net/215000/215251_escapetheroom.swf
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