nhmall 5e0fea186c further utilize sound interface - part 2
Expand windsound to support SNDCAP_USERSOUNDS (existing),
SNDCAP_SOUNDEFFECTS, SNDCAP_HEROMUSIC.

Place a small number of wav files into sound/wav that are considered
more specific to some game stuff in the core, namely: playing
instruments by the hero, squeaky board traps. The intention is that
those ones can be integrated into the game without requiring user
file deposits or mappings. Building soundlib support for sound/windsound
searches for them as resources, so they should "just work."

No actual instrument playback is available in the base sound/windsound
soundlib implementation (yet, at least), so it works around that in
a cheap way by using the note-variant wav sounds to concoct the
notes. There are better ways of doing music generation than that,
of course, but this will do in the early going. Any other soundlib
port (such as Qt) can probably easily do the exact same thing. If it
can play USER_SOUNDS, it can almost certainly use the
sound/wav/se_squeak*.wav and sound/wav/sound_*.wav files for
SND_HEROMUSIC and squeaky board sounds soundeffects.

A few of the se_ sounds in sound/wav are free yet licensed, and
there is a file called attributions.txt to meticulously attempt
to comply with the two license variations involved.

SND_SOUNDEFFECTS_AUTOMAP

If SND_SOUNDEFFECTS_AUTOMAP is defined, and a SND_LIB_ interface
that supports SNDPROC_SOUNDEFFECTS is also defined to integrate
soundlib support, the following gets added:

  o If sounddir is defined (existing longstanding feature that's
    been used with USER_SOUNDS for many, many years) any wav file
    present in SOUNDDIR with a name that matches one of the defined
    sound effects in include/sndproc.h will get played each time
    that soundeffect comes up. So, just drop appropriate wav files
    into sounddir and rename it to match.

    No tedious config file entries are required to get soundeffects.

    [ The only config file change required is to
      set SOUNDDIR to point to your directory with the wav files.
      Note: SOUNDDIR only works in your config file if NetHack
      was built with USER_SOUNDS defined. ]

    This is new so there may certainly be some bugs in here.
    Please kindly report them if you encounter any.

    For those that don't read C very well, these are the file names
    that should trigger the SOUNDEFFECTS_AUTOMAP, assuming it is working.

        se_faint_splashing.wav
        se_crackling_of_hellfire.wav
        se_heart_beat.wav
        se_typing_noise.wav
        se_hollow_sound.wav
        se_rustling_paper.wav
        se_crushing_sound.wav
        se_splash.wav
        se_chains_rattling_gears_turning.wav
        se_smashing_and_crushing.wav
        se_gears_turning_chains_rattling.wav
        se_loud_splash.wav
        se_lound_crash.wav
        se_crashing_rock.wav
        se_sizzling.wav
        se_crashing_boulder.wav
        se_boulder_drop.wav
        se_item_tumble_downwards.wav
        se_drain_noises.wav
        se_ring_in_drain.wav
        se_groans_and_moans.wav
        se_scratching.wav
        se_glass_shattering.wav
        se_egg_cracking.wav
        se_gushing_sound.wav
        se_glass_crashing.wav
        se_egg_splatting.wav
        se_sinister_laughter.wav
        se_blast.wav
        se_stone_breaking.wav
        se_stone_crumbling.wav
        se_snakes_hissing.wav
        se_loud_pop.wav
        se_clanking_pipe.wav
        se_sewer_song.wav
        se_monster_behind_boulder.wav
        se_wailing_of_the_banshee.wav
        se_swoosh.wav
        se_explosion.wav
        se_crashing_sound.wav
        se_someone_summoning.wav
        se_rushing_wind_noise.wav
        se_splat_from_engulf.wav
        se_faint_sloshing.wav
        se_crunching_sound.wav
        se_slurping_sound.wav
        se_masticating_sound.wav
        se_distant_thunder.wav
        se_applause.wav
        se_shrill_whistle.wav
        se_someone_yells.wav
        se_door_unlock_and_open.wav
        se_door_open.wav
        se_door_crash_open.wav
        se_dry_throat_rattle.wav
        se_cough.wav
        se_angry_snakes.wav
        se_zap_then_explosion.wav
        se_zap.wav
        se_horn_being_played.wav
        se_mon_chugging_potion.wav
        se_bugle_playing_reveille.wav
        se_crash_through_floor.wav
        se_thump.wav
        se_scream.wav
        se_tumbler_click.wav
        se_gear_turn.wav
        se_divine_music.wav
        se_thunderclap.wav
        se_sad_wailing.wav
        se_maniacal_laughter.wav
        se_rumbling_of_earth.wav
        se_clanging_sound.wav
        se_mutter_imprecations.wav
        se_mutter_incantation.wav
        se_angry_voice.wav
        se_sceptor_pounding.wav
        se_courtly_conversation.wav
        se_low_buzzing.wav
        se_angry_drone.wav
        se_bees.wav
        se_someone_searching.wav
        se_guards_footsteps.wav
        se_faint_chime.wav
        se_loud_click.wav
        se_soft_click.wav
        se_squeak.wav
        se_squeak_C.wav
        se_squeak_D_flat.wav
        se_squeak_D.wav
        se_squeak_E_flat.wav
        se_squeak_E.wav
        se_squeak_F.wav
        se_squeak_F_sharp.wav
        se_squeak_G.wav
        se_squeak_G_sharp.wav
        se_squeak_A.wav
        se_squeak_B_flat.wav
        se_squeak_B.wav
        se_someone_bowling.wav
        se_rumbling.wav
        se_loud_crash.wav
        se_deafening_roar_atmospheric.wav
        se_low_hum.wav
        se_laughter.wav
        se_cockatrice_hiss.wav
        se_chant.wav
        se_cracking_sound.wav
        se_ripping_sound.wav
        se_thud.wav
        se_clank.wav
        se_crumbling_sound.wav
        se_soft_crackling.wav
        se_crackling.wav
        se_sharp_crack.wav
        se_wall_of_force.wav
        se_alarm.wav
        se_kick_door_it_shatters.wav
        se_kick_door_it_crashes_open.wav
        se_bubble_rising.wav
        se_bolt_of_lightning.wav
        se_board_squeak.wav
        se_board_squeaks_loudly.wav
        se_boing.wav
        se_crashed_ceiling.wav
        se_clash.wav
        se_crash_door.wav
        se_crash.wav
        se_crash_throne_destroyed.wav
        se_crash_something_broke.wav
        se_kadoom_boulder_falls_in.wav
        se_klunk_pipe.wav
        se_kerplunk_boulder_gone.wav
        se_klunk.wav
        se_klick.wav
        se_kaboom_door_explodes.wav
        se_kaboom_boom_boom.wav
        se_kaablamm_of_mine.wav
        se_kaboom.wav
        se_splat_egg.wav
        se_destroy_web.wav
        se_iron_ball_dragging_you.wav
        se_iron_ball_hits_you.wav
        se_lid_slams_open_falls_shut.wav
        se_chain_shatters.wav
        se_furious_bubbling.wav
        se_air_crackles.wav
        se_potion_crash_and_break.wav
        se_hiss.wav
        se_growl.wav
        se_canine_bark.wav
        se_canine_growl.wav
        se_canine_whine.wav
        se_canine_yip.wav
        se_canine_howl.wav
        se_feline_yowl.wav
        se_feline_meow.wav
        se_feline_purr.wav
        se_feline_yip.wav
        se_feline_mew.wav
        se_roar.wav
        se_snarl.wav
        se_buzz.wav
        se_squeek.wav
        se_squawk.wav
        se_squeal.wav
        se_screech.wav
        se_equine_neigh.wav
        se_equine_whinny.wav
        se_equine_whicker.wav
        se_bovine_moo.wav
        se_bovine_bellow.wav
        se_wail.wav
        se_groan.wav
        se_grunt.wav
        se_gurgle.wav
        se_elephant_trumpet.wav
        se_snake_rattle.wav
        se_hallu_growl.wav

This needs further testing. At the moment only windsound has
this.

If nobody else looks into it for Qt, I'll take a look in a
few days.
2023-01-22 13:29:44 -05:00
2023-01-22 20:09:26 +02:00
2022-11-10 11:57:00 -05:00
2023-01-12 16:04:40 -05:00
2022-12-07 17:22:10 -05:00
2023-01-10 12:20:21 +02:00
2023-01-12 15:38:15 -05:00
2015-05-25 09:21:31 +09:00
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2022-10-02 20:41:02 -04:00
2022-10-06 21:39:00 -04:00
2022-11-30 10:21:41 -05:00

         NetHack 3.7.0 work-in-progress -- General information

NetHack 3.7 is an enhancement to the dungeon exploration game NetHack,
which is a distant descendent of Rogue and Hack, and a direct descendent of
NetHack 3.6.

NetHack 3.7.0 work-in-progress is not a release of NetHack. As a .0 version,
and still very early in its development cycle, there has already been changes
made, and there will continue to be many more prior to an eventual release.
The file doc/fixes3-7-0.txt in the source distribution will be updated with
a list of fixes as they are committed.

In short -- there are likely to be bugs. Don't treat NetHack-3.7 branch as
released code, and if stability is paramount, then the most recent
NetHack 3.6.6 release is safest for you.

We're making the .0 work-in-progress available so that you can observe, test
out, and contribute to its development. Constructive suggestions, GitHub pull
requests, and bug reports are all welcome and encouraged.

The file doc/fixes3-7-0.txt in the source distribution has a full list of
bug-fixes included so far, as well as brief mentions of some of the other code
changes. The text in there was written for the development team's own use and is
provided  "as is", so please do not ask us to further explain the entries in
that file. Some entries might be considered "spoilers", particularly in the
"new features" section.

Along with the game improvements and bug fixes, NetHack 3.7 strives to make
some general architectural improvements to the game or to its building
process. Among them:

 *  Remove barriers to building NetHack on one platform and operating system,
    for later execution on another (possibly quite different) platform and/or
    operating system. That capability is generally known as "cross-compiling."
    See the file "Cross-compiling" in the top-level folder for more information
    on that.

 *  Replace the build-time "yacc and lex"-based level compiler, the "yacc and
    lex"-based dungeon compiler, and the quest text file processing done
    by NetHack's "makedefs" utility, with Lua text alternatives that are
    loaded and processed by the game during play.

 *  Write game savefiles and bonesfiles in a more portable and consistent way
    to open up the possibility of utilizing them between different platforms,
    such as between your desktop computer and your hand-held device.

 *  Add support to make the game restartable without exit (a.k.a. "play again"
    support). Toward that end, many previously scattered and separate variables
    have been gathered into central 'ga' through 'gz' structures in
    decl.h/decl.c. That central ability to reinitialize the variables will
    benefit the porting effort to some platforms that are under consideration
    where "play again" is typical.

Here are some other general notes on the changes in NetHack 3.7 that were not
considered spoilers:
 -  automatic annotation "gateway to Moloch's Sanctum" for vibrating square
        level once that square's location becomes known (found or magic
        mapped); goes away once sanctum temple is found (entered or high altar
        mapped)
 -  savefile: add support to deconstruct internal data structures down into
        their individual fields and save those fields instead of the entire
        struct
 -  savefile: use little-endian format for fields where that makes a difference

                        - - - - - - - - - - -

Please read items (1), (2) and (3) BEFORE doing anything with your new code.

1.  Unpack the code in a dedicated new directory.  We will refer to that
    directory as the 'Top' directory.  It makes no difference what you
    call it.

2.  Having unpacked, you should have a file called 'Files' in your Top
    directory.

    This file contains the list of all the files you now SHOULD
    have in each directory.  Please check the files in each directory
    against this list to make sure that you have a complete set.

    This file also contains a list of what files are created during
    the build process.

    The names of the directories listed should not be changed unless you
    are ready to go through the makefiles and the makedefs program and change
    all the directory references in them.

3.  Before you do anything else, please read carefully the file called
    "license" in the 'dat' subdirectory.  It is expected that you comply
    with the terms of that license, and we are very serious about it.

4.  If you are attempting to build NetHack on one platform/processor, to
    produce a game on a different platform/processor it may behoove you to
    read the file "Cross-compiling" in your Top directory.

5.  If everything is in order, you can now turn to trying to get the program
    to compile and run on your particular system.  It is worth mentioning
    that the default configuration is SysV/Sun/Solaris2.x (simply because
    the code was housed on such a system).

    The files sys/*/Install.* were written to guide you in configuring the
    program for your operating system.  The files win/*/Install.* are
    available, where necessary, to help you in configuring the program
    for particular windowing environments.  Reading them, and the man pages,
    should answer most of your questions.


    At the time of the most recent official release, NetHack 3.6, it had
    been tested to run/compile on:

        Intel Pentium or better running Linux, BSDI
        Intel Pentium or better running Windows 10 or 11
        Intel-based, or Apple M1 or M2 Macs running macOS 10.11 (El Capitan) to
            13 (Ventura) (follow the instructions in sys/unix/NewInstall.unx)
        Intel 80386 or greater running MS-DOS with DPMI
            built via djgpp compiler (native or Linux-hosted cross-compiler)
        OpenVMS (aka VMS) V8.4 on Alpha and on Integrity/Itanium/IA64

    Previous versions of NetHack were tested and known to run on the
    following systems, but it is unknown if they can still build and
    execute NetHack 3.6 or NetHack 3.7:

        Apple Macintosh running MacOS 7.5 or higher, LinuxPPC, BeOS 4.0
        Atari ST/TT/Falcon running TOS (or MultiTOS) with GCC
        AT&T 3B1 running System V (3.51)
        AT&T 3B2/600 & 3B2/622 running System V R3.2.1
        AT&T 3B2/1000 Model 80 running System V R3.2.2
        AT&T 3B4000 running System V
        AT&T 6386 running System V R3.2
        Commodore Amiga running AmigaDOS 3.0 or higher with SAS/C 6.x
                (but see Makefile.ami about DICE and Manx)
        Data General AViiON systems running DG/UX
        DEC Alpha/VMS (aka OpenVMS AXP), running V1.x through V7.1
        DEC VAX/VMS, running V4.6 through V7.1
        DEC vaxen running BSD, Ultrix
        Decstations running Ultrix 3.1, 4.x
        Encore Multimax running UMAX 4.2
        Gould NP1 running UTX 3/2
        HP 9000s300 running HP-UX
        HP 9000s700 running HP-UX 9.x, 10.x, 11.x
        H/PC Pro devices running Windows CE 2.11 and higher.
        IBM PC/RT and RS/6000 running AIX 3.x
        IBM PS/2 and AT compatibles running OS/2 - 2.0 and up with GCC emx
        IBM PS/2 and AT compatibles running OS/2 1.1 - 2.0 (and probably
           Warp) with Microsoft 6.0, and OS/2 2.0 and up with IBM CSet++ 2.0.
        Intel 80386 or greater (or clone) running 386BSD
        Intel x86 running a version of Windows 7 or 8 or prior to XP.
        Mips M2000 running RiscOS 4.1
        NeXT running Mach (using BSD configuration)
        Palm Size PC 1.1 devices running Windows CE 2.11
        Pocket PC devices running Windows CE 3.0 and higher
        Pyramid 9820x running OSx 4.4c
        SGI Iris running IRIX
        Stardent Vistra 800 running SysV R4.0
        Stride 460 running UniStride 2.1
        Sun-3s, -4s, and -386is running SunOS 3.x
        Sun-3s and -386is running SunOS 4.x
        "Sun SPARC"-based machine running SunOS 4.x, Solaris 2.x, or Solaris 7
        Valid Logic Systems SCALD-System

    Previous versions, using a cross-compiler hosted on another platform,
    such as  win32, could also build the following from source:
        Pocket PC devices running Windows CE 3.0 and higher
        H/PC Pro devices running Windows CE 2.11 and higher
        Palm Size PC 1.1 devices running Windows CE 2.11

    Unless otherwise mentioned, the compiler used was the OS-vendor's
    C compiler.

                        - - - - - - - - - - -

If you have problems building the game, or you find bugs in it, we recommend
filing a bug report from our "Contact Us" web page at:
    https://www.nethack.org/common/contact.html
Please include the version information from #version or the command line
option --version in the appropriate field.

A public repository of the latest NetHack code that we've made
available can be obtained via git here:
    https://github.com/NetHack/NetHack
      or
    https://sourceforge.net/p/nethack/NetHack/

When sending correspondence, please observe the following:
o Please be sure to include your machine type, OS, and patchlevel.
o Please avoid sending us binary files (e.g. save files or bones files).
  If you have found a bug and think that your save file would aid in solving
  the problem, send us a description in words of the problem, your machine
  type, your operating system, and the version of NetHack.  Tell us that you
  have a save file, but do not actually send it.
  You may then be contacted by a member of the development team with the
  address of a specific person to send the save file to.
o Though we make an effort to reply to each bug report, it may take some
  time before you receive feedback.  This is especially true during the
  period immediately after a new release, when we get the most bug reports.
o We don't give hints for playing the game.
o Don't bother to ask when the next version will be out or you can expect
  to receive a stock answer.

If you want to submit a patch for the NetHack source code via email directly,
you can direct it to this address:
    nethack-bugs (at) nethack.org

If a feature is not accepted you are free, of course, to post the patches
to the net yourself and let the marketplace decide their worth.

All of this amounts to the following:  If you decide to apply a free-lanced
patch to your 3.6 code, you are welcome to do so, of course, but we won't
be able to provide support or receive bug reports for it.

In our own patches, we will assume that your code is synchronized with ours.

                  -- Good luck, and happy Hacking --

# $NHDT-Date: 1652133501 2022/05/09 21:58:21 $ $NHDT-Branch: NetHack-3.7 $:$NHDT-Revision: 1.97 $
# Copyright (c) 2012 by Michael Allison
# NetHack may be freely redistributed.  See license for details.
Description
Fork of NetHack with Twitch Integration
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