No MP3 Sound
Palacer
23 Jan 2015, 10:02<object name="kitchen">
<inherit name="editor_room" />
<description type="script">
</description>
<enter type="script">
</enter>
<firstenter type="script">
play sound ("Crow_Call.mp3", false, false)
</firstenter>
<exit alias="north" to="room">
<inherit name="northdirection" />
</exit>
</object>
The .aslx file is attached. What needs to be done? Many thanks.
Silver
23 Jan 2015, 11:06Palacer
23 Jan 2015, 11:34Silver
23 Jan 2015, 11:42Palacer
23 Jan 2015, 13:53play sound ("Crow_Call.mp3", false, false)
I am using the desktop version of Quest under Windows XP (SP3), so presumably browser incompatibility isn't an issue.
I also tried instead of Before Entering... the alternative ready-made script variations Before entering/After entering/After leaving/After entering...first time but that didn't do the trick either.
BTW, I generated a published .quest version in the (unlikely) event that might make a difference but it too remains mute.
Silver
23 Jan 2015, 15:39Silver
23 Jan 2015, 15:42Silver
23 Jan 2015, 15:52Palacer
23 Jan 2015, 16:08Silver
23 Jan 2015, 16:52Silver
23 Jan 2015, 17:27Palacer
24 Jan 2015, 15:23As to the path issue, one can specify a root folder for game saves (which subsequently contains also the Output folder) when installing, and Quest appears to copy into that designated folder extras such as .mp3 or .jpg files wherever they may be located elswhere.
Now here's an interesting thing. I started afresh with a different SFX, this time in the form of a .wav file. It worked perfectly. Then I substituted an .mp3 copy of the same file. Nothing. But as the .wav is 10.8MB and the .mp3 less than 1MB, that's rather an unwelcome workaround!
I just wonder whether there's a bug in my build of Quest, which I think is the latest:
Version 5.5.1
Build 5.5.5328.26623
Silver
24 Jan 2015, 15:30Seems the code works for you now too. It's an absolute mystery to me why a .wav would play but an .mp3 not. The Quest app's internal browser is Chrome and the only issues I've had with that is when trying to play multiple sounds (a work around now exists, sort of).
So it remains a mystery.

Edit: shift and F5 or ctrl and F5 whatever the combination is to update the cache.
Silver
24 Jan 2015, 15:40Don't name it with the file name extension. I once had Quest not find intro.jpg until I renamed it to just intro (it was a .jpg file).

jaynabonne
24 Jan 2015, 17:11http://stackoverflow.com/questions/9728 ... dio-player
The web browser used in the Quest desktop player is Chromium, if that helps at all.
Silver
24 Jan 2015, 17:17
jaynabonne
24 Jan 2015, 17:22http://jplayer.org/latest/developer-guide/
Particularly, in the encoding section, for MP3:
MP3
Since some browsers use the Flash element of jPlayer, the MP3 files used must be encoded according to the browser's Adobe Flash Plugin limitations:
Constant Bitrate Encoded.
Sample Rate a multiple of 11,025Hz. ie., 22,050Hz and 44,100Hz are valid sample rates.
See if that helps.

jaynabonne
24 Jan 2015, 17:24He posted the ASLX file in the opening post...
Yep, but the problem seems to be the audio file, not the game, since when you substituted one of yours or he switched to .wav, it worked. And I (at least) haven't seen that file yet. I suspect it's how the file is encoded.
If the .quest file has been posted online, we could download it and get the sound file out that way as well.
Silver
24 Jan 2015, 17:45Silver
24 Jan 2015, 17:48
jaynabonne
24 Jan 2015, 19:36
Silver
24 Jan 2015, 21:02Palacer
25 Jan 2015, 11:46By way of belt and braces, I ran another conversion of the original .wav file in Audacity, selecting 44100 ( 44.1khz) as the bitrate. Again, the resulting .mp3 plays perfectly in VLC Media Player but not, alas, when referenced by the .aslx when played.
Just by way of an update, I'm uploading a slightly revised (tiny) .aslx. It has just three locations. The SFX named .chimes.mp3 is supposed to be heard after the player enters the Lobby. To recap, it works fine with the .wav, not with the .mp3.
If the .aslx passes muster in other respects and any forum member gets it working with their own .mp3 file, I would of course be grateful to know about it.
Silver
25 Jan 2015, 11:56Palacer
25 Jan 2015, 12:20Regrettably, when I try to attach the published 12MB .quest file, a pop-up states:
ERROR
Invalid file extension: NoSoundCheck.quest
Then I zipped it (though it stayed at 12MB) and got
ERROR
File too large: NoSoundCheck.zip
I think I've taken up enough of everyone's time. If my .aslx works with Silver's own .mp3, it must be a local problem - perhaps rooted in the desktop PC I'm using though I cannot comprehend what that might be. I'll run the .aslx again on my Windows XP (SP3) laptop and on another PC running Windows 7 and report back if I have any joy (or if I don't). My sincere thanks to all forum members who have contributed to this thread.

jaynabonne
25 Jan 2015, 12:24(It is a pain what you can't upload to the forums. I know why, but still... it's a pain.)
And don't worry about taking up time. That's what we're here for.

Silver
25 Jan 2015, 12:24Silver
25 Jan 2015, 12:27Palacer
25 Jan 2015, 14:01http://textadventures.co.uk/games/view/ ... ound-check
I'm purely second guessing now but I can only think that Quest 5.5.1 (or the Chrome browser, if that is behind the scenes) references a codec for MP3s that isn't on my PC. For what it's worth, I have a stand-alone copy of the Chrome browser installed and it plays MP3s that are available to listen to online.

jaynabonne
25 Jan 2015, 14:13
Also, note that Chromium is not the same as Chrome, sadly.

jaynabonne
25 Jan 2015, 14:20Silver
25 Jan 2015, 14:34I was thinking codecs too. Have you tried it on another PC yet?
Silver
25 Jan 2015, 14:36
jaynabonne
25 Jan 2015, 14:42
Palacer
27 Jan 2015, 17:59Then I found that precisely the same occurred with my Windows XP (SP3) laptop. And that has a different installation of Windows XP (SP3) from the desktop: the first was factory installed, the other from a genuine installation disc.
But now I've found that with my second desktop PC installed with Windows 7, both the .aslx and .quest files play the .mp3 perfectly. And we already know that the .quest version behaves properly online.
It seems then that it is a Windows XP issue, which is a pity if it means that spot SFX or music in the form of desirably compact .mp3 files are not backwardly compatible with that release. Unless of course other forum members have run the sample .quest file (downloadable using the link given in a previous post) under Windows XP without any problem. If so, perhaps this is a puzzle that will never be solved...
Thanks again to all forum members who have contributed to this thread.
Silver
27 Jan 2015, 20:25Silver
30 Jan 2015, 18:44
Pertex
01 Feb 2015, 20:35
Chromium Codec Support
As of February 2014, Chromium supports the following:
Vorbis audio codec
Theora video codec
Opus audio codec
VP8 video codec
VP9 video codec
PCM 8-bit unsigned integer
PCM 16-bit signed integer little endian
PCM 32-bit float little endian
Ogg container format
WebM container format
WAV container format
When building Google Chrome, the following codecs/containers are also included:
MP3 audio codec
AAC audio codec (Main only, not AAC-LC, AAC-SSR, HE-AAC)
H.264 video codec
MP4 container format
Silver
01 Feb 2015, 20:39Silver
01 Feb 2015, 20:41
Pertex
01 Feb 2015, 20:45You can play mp3 files in the offline version of Quest?
Silver
01 Feb 2015, 20:53
Pertex
01 Feb 2015, 21:00Silver
01 Feb 2015, 21:27Alex
01 Feb 2015, 22:07But I was thinking of making Quest use Chromium for sounds in v5.7... I guess that's not looking like such a good idea now.
Silver
01 Feb 2015, 22:44Silver
02 Feb 2015, 13:02Alex wrote:Interesting. Actually, the desktop version of Quest doesn't use Chromium for playing sounds - it uses the .net framework instead, so MP3s should be fine.
But I was thinking of making Quest use Chromium for sounds in v5.7... I guess that's not looking like such a good idea now.
Does the .net framework not support multiple audio triggers then?
Alex
02 Feb 2015, 13:34Silver
02 Feb 2015, 13:51Silver
02 Feb 2015, 14:09Silver
02 Feb 2015, 14:43Silver
02 Feb 2015, 14:49
Pertex
02 Feb 2015, 16:11As of February 2014, Chromium supports the following:
Vorbis audio codec
Theora video codec
Opus audio codec
VP8 video codec
VP9 video codec
PCM 8-bit unsigned integer
PCM 16-bit signed integer little endian
PCM 32-bit float little endian
Ogg container format
WebM container format
WAV container format
Silver
02 Feb 2015, 16:30Silver
03 Feb 2015, 20:36
As long as html5 triggered sounds are .ogg format it's all good in the offline browser now.
