I’m leaning this way. The only weirdness would be if a game played a bunch of sounds back to back or used very long playing samples. Everyone promises to never do that, right?
I don’t know if it was ever used, but I don’t remember it being deprecated anywhere.
The only thing deprecated is the SONG format, which to my knowledge has never been adequately documented or even implemented. OGG is still available and is mostly intended for ambient background noises. The chanting and drumming in TLH, if done today, should be in OGG chunks.
I haven’t thought of a really good use for MOD tracks in interactive fiction.
Surely they should be AIFF to maintain the original behavior? Using OGG would make them music instead of sampled sounds and might cause sounds to play concurrently instead of interrupt each other. I’m not certain if the exact sequence of sounds in TLH would reveal this difference without some testing.
For a story that written since Standard 1.1, yes.
For a V3 game like The Lurking Horror, the looping chunk in a blorb, or the looping metadata in an original Infocom SND file controls that.
It may make no difference in reality. I’d have to test it, but at the moment I’m rewriting my interpreter’s code that controls sound so I can’t.
If it makes you feel any better, I was up till 3am last night (or this morning) trying to get sound effects to play! I’m coding directly in ZIL, I’ve tried without Blorb and then with Blorb, had advice from helpful people and still can’t get it to output sound.
My Blorb (and Blurb) are the same name as my game file, I’ve got V5 and V6 game files, I’ve tried both AIFF and OGG audio types.
The game compiles, runs ok, but when the sound file plays there’s just the sound of silence.