I haven’t really delved into interpreter development, so I don’t know if it’s going in the direction you’re looking for, but I remember reading about @DavidG implementing sound support in Frotz.
Here are some links to threads which contain further links:
I’m looking at the ZIL code that handles the audio in The Lurking Horror, trying to work out how it handles the looping sounds.
The interpreters that currently support sound effects in The Lurking Horror, Frotz and Bocfel, both have a hard-coded list in the source of the sound effects that should loop. But looking at the code , it seems that the special handling of the looping effects (S-DRONE, S-ATTACK, S-PSYCHO, S-MONSTR, S-VOICE, S-ZOMBIE, S-CRETIN) is in the game code rather than built into …
I had that audio code MIT-licensed so that it could readily be used in non-GPLed terps. I’ve been planning to add it to GlkTerm, but that got backed up behind some other enhancements that haven’t yet been pulled in.
I’ve decided that I need to enlist some extra help to get audio support finally completed and working correctly and efficiently in Unix Frotz. My audio programming skills are not as good as I’d like, so I found someone who can do it for a fee. That someone is Mark D McCurry (fundamental-code.com/ ). To pay for this, I’ve created a Kickstarter campaign. This is intended to raise the $600 that Mark has asked for to reimplement audio support correctly. The target amount is $700 to cover overhea…
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