Author Topic: v2.3.7 - SOME SOUND EVENTS DOESN'T WORK  (Read 1272 times)

Jedi Master

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v2.3.7 - SOME SOUND EVENTS DOESN'T WORK
« on: September 05, 2007, 04:40:34 PM »
I think its a software bug . . . or maybe its operator error.

Item 1:  Sound event scheduled to play at the start of Round 1 (event to play at start of specific round) does not play when going from countdown to tournament start.   Sound events for start of all other Rounds play correctly.

Item 2:  Sound event for player Re-Buy does not play (press V, then number of re-buys, then OK, . . . then nothing).  I had to program a hot key "V" for that sound, but doing so plays the sound when the dialog box comes up.  Sound event for Add-Ons, which is similar, works properly (press B, enter add-on number, click OK, then the sound event plays).

Item 3:  When advancing to next round (Ctrl-N) does not play the sound event specified to play at the start of that round.

Item 4:  Sound event at the end of tournament plays double.  The sound file is triggered when the tournament is over, and a split second later its triggered again.  The resulting sound has a very short slap-back echo.

I own a recording studio and I'm a music producer so I'm picky about how things sound.  The local casino poker room uses a software that announces blinds at the start of each level . . . except they use a text to speech software, so the sound is a bit robotic and synthetic sounding. 

I just finished recording a live voice over for a script I wrote for my tournament.  The result is a very human sounding announcements for blinds, warnings etc.  I am thinking about marketing a sound package in the future.


For the 4 items above . . .  Am I doing something wrong?  OR  Is it a software bug ??

Thanks

Corey Cooper

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Re: v2.3.7 - SOME SOUND EVENTS DOESN'T WORK
« Reply #1 on: September 05, 2007, 05:17:30 PM »
http://thetournamentdirector.net/forums/index.php?topic=852.0

For item 1: not sure why this happens for you.  Could be it is a bug, could be due to the issue explained in the referenced topic.  Either way, it should be fixed by the updated sounds/events coming in 2.4

For item 2: Don't know why you don't get a sound... I do.  Again, if it is actually a bug, it should be fixed in 2.4.

For item 3: Intentional.  Manually moving forward or backwards within the rounds schedule will not trigger this sound event.

For item 4: See above referenced topic.


Hoping to get a beta of 2.4 out this week.  Just working on the user manual at this point.

Jedi Master

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Re: v2.3.7 - SOME SOUND EVENTS DOESN'T WORK
« Reply #2 on: September 05, 2007, 07:00:51 PM »
Wow, such speedy reply . . .  I'm impressed !!  A reply in less than 3 hours !!! 

MICROSOFT . . .  TAKE NOTE !!


I'll look forward to release 2.4.

As far as RE-BUY sound goes . . . Its really no big deal.  I don't understand why it plays on yours and not on mine.  A cyberspace mystery.

Thanks

Jedi Master

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Re: v2.3.7 - SOME SOUND EVENTS DOESN'T WORK
« Reply #3 on: September 06, 2007, 03:38:27 PM »
A-HAAAA !

CEYBER SPACE MYSTERY SOLVED !

The WAV file for the RE-BUY event was a 24-bit bit file, not a 16-bit file.  All my recorded file was done as 24-bit files, so I had to convert them to 16-bit files.  WINDOWS MEDIA PLAYER DOES NOT PLAY 24-BIT FILES, unless you have a specific codec for playing them.  TTD uses Win media player for playing the sounds.

OPERATOR ERROR,  that particular file never got converted to 16-bit.  Therefore it just didn't play.  I checked the file for start of level 1 and it is a 16 bit file, so that might still be a software bug.