[i]"A late note: it turns out I forgot one code change necessary for Glulxe to invoke the glk_schannel_play_multi() function. This is now checked into my github repository, but it won’t be in the released Glulxe code until, well, the next release.
If you’re implementing the new sound functionality – and you’re not David Kinder (who’s the one who noticed the problem – you’ll need to grab the update to make it work."[/i]
I want to do a fade out, which is covered for in the new spec. The interpreter is crashing on compile. But it seems to crash if I even add the check for the new sound functions to it and nothing else. I think I phrased this line correctly as per the spec (github.com/erkyrath/glk-dev/wik … ec-changes) ?
To decide whether rockin:
(- ( glk_gestalt(gestalt_Sound2, 0) ) -)
My caveat comment refers only to the glk_schannel_play_multi() function.
I will do a new Glulxe release in a couple of weeks.
The error you are seeing is not an interpreter crash; it’s a compiler error. (You should include the error message when you report these things, by the way.) It’s because the new sound functions and constants have not been imported into the I7 environment, not even as I6 interfaces.
You’ll have to define them yourself. Let’s see, it will look like…
Yeah, I meant compiler crash, which I failed to type.
With the error, it was one of those ones where Inform explained in several paragraphs that it failed to compile for reasons it didn’t understand, but that some i6 thing was probably to blame. I believed it, since it compiled once I removed my line of i6.
I knew which error message you got, but only because I recognized the problem. In general you should always paste the error (or a recognizable chunk of it) if you want to get help in fixing it.
It should be, though not many interpreters support it as far as I know. The Windows Glk based ones (i.e. Windows Glulxe and Windows Git) do, and the Glulx interpreters in last build of Windows Inform 7, but as far as I’m aware that’s it to date. Let us know how you get on - that code hasn’t seen much testing.
I’d like to, but if it’s mostly not supported at the players’ end, I can’t dare rely on it for something that will be in ifcomp, so with this info I think I’ll have to leave it.