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bug #33888: Overlapping event sounds in super mario bros

Submitter:  Sandro Santilli <strk>
Submitted:  Sat 30 Jul 2011 08:25:18 AM UTC
   
 
Category:  sound Severity:  3 - Normal
Release:  master Status:  Fixed
Privacy:  Public Assigned to:  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>
Group Member
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>
Group Member
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>
Group Member
Sat 30 Jul 2011 01:36:35 PM UTC, comment #4: 

giving up, any taker is welcome

Sandro Santilli <strk>
Group Member
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>
Group Member
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>
Group Member
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>
Group Member
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>
Group Member

 

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Depends on the following items: None found

Items that depend on this one: None found

 

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    Follow 9 latest changes.

    Date Changed by Updated Field Previous Value => Replaced by
    2011-08-13 strk StatusConfirmed Fixed
        Open/ClosedOpen Closed
    2011-08-12 strk Attached File- Added 0001-Sound.stop-invoked-on-an-unattached-Sound-stops-all-.patch, #23792
        Assigned toNone strk
    2011-07-30 strk StatusIn Progress Confirmed
        Assigned tostrk None
    2011-07-30 strk StatusNone In Progress
        Assigned toNone strk
    2011-07-30 strk SummaryOverlapping music in super mario bros Overlapping event sounds in super mario bros

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