Problems with "arrive.wav"
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Problems with "arrive.wav"
Hello!
[Settings]
Wesnoth 1.10.7 on Windows 7 64-bit.
"Do not show lobby joins" == yes
[Introductory]
Well, first of all: I want to be clearly noticed by sound when someone join my game.
I need it, becouse sometimes waiting takes a while and
I usually minimize game window to do something else (read news and etc.)
[Tried solution]
The solution seemed simple: I found that "arrive.wav" is played when someone join to my host-game.
So I recorded a new one, with my voice and replaced default "arrive.wav" by it.
But then this solution became bad:
1) Sometimes (very often) sound "arrive.wav" did not play at all when hosting a game!
Player joins silently! I am pretty sure, that this is also true for default "arrive.wav".
2) My new highly noticeble and loud "arrive.wav" became headache in lobby becouse same sound is played for all(?) lobby joins.
[Questions]
So, my questions are:
1) Why sometimes "arrive.wav" did not played in hosted game?
2) How to turn off sound for lobby joins (and outs)?
Really appreciate for any help, thank you.
[Settings]
Wesnoth 1.10.7 on Windows 7 64-bit.
"Do not show lobby joins" == yes
[Introductory]
Well, first of all: I want to be clearly noticed by sound when someone join my game.
I need it, becouse sometimes waiting takes a while and
I usually minimize game window to do something else (read news and etc.)
[Tried solution]
The solution seemed simple: I found that "arrive.wav" is played when someone join to my host-game.
So I recorded a new one, with my voice and replaced default "arrive.wav" by it.
But then this solution became bad:
1) Sometimes (very often) sound "arrive.wav" did not play at all when hosting a game!
Player joins silently! I am pretty sure, that this is also true for default "arrive.wav".
2) My new highly noticeble and loud "arrive.wav" became headache in lobby becouse same sound is played for all(?) lobby joins.
[Questions]
So, my questions are:
1) Why sometimes "arrive.wav" did not played in hosted game?
2) How to turn off sound for lobby joins (and outs)?
Really appreciate for any help, thank you.
Re: Problems with "arrive.wav"
(1) That sounds like a bug.
(2) Probably in 1.10, I think you can't, basically it plays "arrive.wav" when someone joins whatever room you are in, be it lobby or a game.
In 1.12, it is not much different, but there is a second sound for when your game has become full (ready to start is now available). We use the turn bell sound for that.
You *might* be able to block the lobby sounds with the "lobby sounds" preference, I remember that I fixed this in some way but I don't remember exactly what the final outcome was.
In 1.13, there is a desktop tray notification when your game is ready to start, if you have that enabled in the preferences ("disable notifications").
There is not currently a notification when a player joins your game.
I would have added the notification feature also to 1.12, since I think it's nicer than playing a sound, but I don't know if I'm allowed because of feature freeze
. It's pretty small, so perhaps it's okay for 1.12.1, I would have to check with someone I think.
If you have ideas about how it can be improved, make a feature request at http://bugs.wesnoth.org
(2) Probably in 1.10, I think you can't, basically it plays "arrive.wav" when someone joins whatever room you are in, be it lobby or a game.
In 1.12, it is not much different, but there is a second sound for when your game has become full (ready to start is now available). We use the turn bell sound for that.
You *might* be able to block the lobby sounds with the "lobby sounds" preference, I remember that I fixed this in some way but I don't remember exactly what the final outcome was.
In 1.13, there is a desktop tray notification when your game is ready to start, if you have that enabled in the preferences ("disable notifications").
There is not currently a notification when a player joins your game.
I would have added the notification feature also to 1.12, since I think it's nicer than playing a sound, but I don't know if I'm allowed because of feature freeze

If you have ideas about how it can be improved, make a feature request at http://bugs.wesnoth.org
Re: Problems with "arrive.wav"
First of all, as for my opinion, we should talking only about stable version which is 1.10.7.
There are a lot of development versions, but they are not playable due a few players in server.
I have done the investigation today with all default sound files.
1) I hosted a game (map “Auction X”) and discover intresting things:
first player, who joined to my game was with sound “arrive.wav”;
but second and last third became with sound “receive.wav”, which is badly noticeable!
2) Second, in directory “sounds” I found “join.wav” – never heard this sound in game.
3) Tray notification is not the same thing as sound notification – how you would be notificated about joins if you are at kitchen making hot tea? )
4) There should be, probably, 2 different sounds for game room: playing at every join (“someone_join_to_game_sound”) and one time when all slots are full (“battle_could_be_begin”).
Becouse in real life, you would never hear “battle_could_be_begin” sound if not coming to computer periodically to check joins and answer “hello” to newcomers. If you silently just wait full slots – players would leave your game, thinking you are away.
5) There is Advanced option “Lobby sounds” – if I turn this off, there is no sound in lobby and in game room too.
There are a lot of development versions, but they are not playable due a few players in server.
I have done the investigation today with all default sound files.
1) I hosted a game (map “Auction X”) and discover intresting things:
first player, who joined to my game was with sound “arrive.wav”;
but second and last third became with sound “receive.wav”, which is badly noticeable!
2) Second, in directory “sounds” I found “join.wav” – never heard this sound in game.
3) Tray notification is not the same thing as sound notification – how you would be notificated about joins if you are at kitchen making hot tea? )
4) There should be, probably, 2 different sounds for game room: playing at every join (“someone_join_to_game_sound”) and one time when all slots are full (“battle_could_be_begin”).
Becouse in real life, you would never hear “battle_could_be_begin” sound if not coming to computer periodically to check joins and answer “hello” to newcomers. If you silently just wait full slots – players would leave your game, thinking you are away.
5) There is Advanced option “Lobby sounds” – if I turn this off, there is no sound in lobby and in game room too.
Re: Problems with "arrive.wav"
Yes but 1.12 will be released soon, and we don't have any plans to make any more 1.10.x releases. Probably, we won't unless there is a major security problem or something. So if there are bugs with the sounds, they are only interesting if they affect 1.11+.Amok wrote: First of all, as for my opinion, we should talking only about stable version which is 1.10.7.
There are a lot of development versions, but they are not playable due a few players in server.
(1) Can you confirm that this affects 1.12? I think I may have noticed this and fixed it when I developed the other stuff.
(2) Yes, not all assets are actually used.
(3) Yes. In some circumstances though, a tray notification is better. For instance, if you decide to play in a cafe and can't use sounds. Or if you don't like the sounds. It would be good if we could allow more of this stuff to be customized more easily.
(4)
Yes, this is exactly what I added.Amok wrote: There should be, probably, 2 different sounds for game room: playing at every join (“someone_join_to_game_sound”) and one time when all slots are full (“battle_could_be_begin”).
It's true, right now you usually should greet players when they join because it's not uncommon for the host to go afk. Hopefully having a "ready_to_start" sound will make this generally less of an issue, and also the desktop notification options.Amok wrote: Becouse in real life, you would never hear “battle_could_be_begin” sound if not coming to computer periodically to check joins and answer “hello” to newcomers. If you silently just wait full slots – players would leave your game, thinking you are away.
(5) Okay, that's working as intended I suppose.
---
For the most part I don't think any of this behavior can be changed in 1.10, it is all hard coded into the C++, you either have the sounds as they are or you turn them off. (Or you edit the source code and recompile it yourself.)
Again, If you want us to do anything, it's best if you make some kind of concrete feature request.
Re: Problems with "arrive.wav"
I'll check it on 1.11.16.iceiceice wrote: Yes but 1.12 will be released soon, and we don't have any plans to make any more 1.10.x releases.
...
So if there are bugs with the sounds, they are only interesting if they affect 1.11+.
(1) Can you confirm that this affects 1.12?
If it gone in new stable release - that is all I need.
I immediatly switch to new stable when it come.
Re: Problems with "arrive.wav"
Well, just test sounds on 1.11.16.
I copied game 2 times, so I had 3 different directories.
First is host (Amok), second and third is joining "players" (test & test2).
test & test2 had all sounds off for clear testing.
Problem is here!
And more strange:
Amok hosted game "Auction X", test joined, Amok heard "arrive.wav", then test2 joined, Amok heard "receive.wav"; but if test & test2 exit game and joined again - Amok never heard "arrive.wav" again only "receive.wav" 2 times!
And more bad news - while in test, when I used all slots, an other player connected as observer and Amok heard "arrive.wav"! I think there is no need to play "arrive.wav" if observer connects to a game.
And only "battle_could_begin" sound is working as it should.
Well, something goes really wrong in kingdom )
What should I do? Report bug or do feature request?
I copied game 2 times, so I had 3 different directories.
First is host (Amok), second and third is joining "players" (test & test2).
test & test2 had all sounds off for clear testing.
Problem is here!
And more strange:
Amok hosted game "Auction X", test joined, Amok heard "arrive.wav", then test2 joined, Amok heard "receive.wav"; but if test & test2 exit game and joined again - Amok never heard "arrive.wav" again only "receive.wav" 2 times!
And more bad news - while in test, when I used all slots, an other player connected as observer and Amok heard "arrive.wav"! I think there is no need to play "arrive.wav" if observer connects to a game.
And only "battle_could_begin" sound is working as it should.
Well, something goes really wrong in kingdom )
What should I do? Report bug or do feature request?
Re: Problems with "arrive.wav"
Ok, thanks for report, I will look into this.
Just so you know, I'm pretty sure that "receive.wav" is played whenever the mp server sends you a message, e.g. I'm getting this:

Just so you know, I'm pretty sure that "receive.wav" is played whenever the mp server sends you a message, e.g. I'm getting this:
I think that will result in "receive.wav" being played. But I don't know why this sound would block the other sound.<server> iceiceice2 has the same IP as: iceiceice

Re: Problems with "arrive.wav"
>I'm pretty sure that "receive.wav" is played whenever the mp server sends you a message
Yes, I think you are right. Probably, there is "sound collision" - client start play "arrive.wav" and after that immediatly need to play "receive.wav" - so last one "win" and as a result host hear only last of 2 sounds.
Or I am wrong about collision. First time, when all goes right "arrive.wav" plays immediatly when joining player press button "Join Game" and server message "same IP" with sound "receive.wav" comes after joining player choose faction and actually come to game room. And between this 2 evens enought time to play correctly both sounds. At least when first "test" player joined - all situation goes like I describe: first of all - "arrive.wav" and after it "receive.wav" comes.
I am on server right now, if you could, please connect to my game to test joining without messaging like "same IP".
Yes, I think you are right. Probably, there is "sound collision" - client start play "arrive.wav" and after that immediatly need to play "receive.wav" - so last one "win" and as a result host hear only last of 2 sounds.
Or I am wrong about collision. First time, when all goes right "arrive.wav" plays immediatly when joining player press button "Join Game" and server message "same IP" with sound "receive.wav" comes after joining player choose faction and actually come to game room. And between this 2 evens enought time to play correctly both sounds. At least when first "test" player joined - all situation goes like I describe: first of all - "arrive.wav" and after it "receive.wav" comes.
I am on server right now, if you could, please connect to my game to test joining without messaging like "same IP".
Re: Problems with "arrive.wav"
This should now be fixed in two commits:
https://github.com/wesnoth/wesnoth/comm ... ca716f5811
https://github.com/wesnoth/wesnoth/comm ... 600dbf8fbb
- There are now two sound channels allocated for UI sounds, instead of one as previously.
- The "ready to start" sound now plays on the turn bell channel. This means that its volume is controlled by the turn bell volume, not the UI sounds volume. This seems like maybe a good thing, if a little counter intuitive. There is also a check in place, so that if UI sounds are disabled, then the ready to start sound will not play, even if the turn bell channel is enabled.
https://github.com/wesnoth/wesnoth/comm ... ca716f5811
https://github.com/wesnoth/wesnoth/comm ... 600dbf8fbb
- There are now two sound channels allocated for UI sounds, instead of one as previously.
- The "ready to start" sound now plays on the turn bell channel. This means that its volume is controlled by the turn bell volume, not the UI sounds volume. This seems like maybe a good thing, if a little counter intuitive. There is also a check in place, so that if UI sounds are disabled, then the ready to start sound will not play, even if the turn bell channel is enabled.