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Sound recording much shorter than play time #121

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alito opened this issue Dec 14, 2015 · 2 comments
Open

Sound recording much shorter than play time #121

alito opened this issue Dec 14, 2015 · 2 comments

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@alito
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alito commented Dec 14, 2015

I've been recording a game for about 13 hours of play time. The sound file produced is only 1 hour long.

I notice also that the sound is meant to record every 30 seconds, but the last modified time of the sound file is 9 minutes before the last saved frame.

Also, maybe related, the ALE/agent system is running about 10 times slower at this point than it was in the first 20 minutes of playing. It could be the agent, but I haven't noticed this happening when I'm not recording. I thought it could be the directory getting smashed with a couple of million files, but moving those files elsewhere did nothing to help. I also thought it could be the sound recording since it rewrites the whole WAV file every time, but due to the previous paragraph, this doesn't seem to be it. Also, the inter-frame timestamps time gaps are very even.

This sounds related to #53.

@mgbellemare
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Unfortunately, sound recording is still in the works :( Hopefully this didn't compromise your experiment.

The main hurdle in dealing with synchronization is that sound generation is more tightly coupled to the SDL engine than image generation. It's possible to decouple the two, but I won't be doing so in the near future. If this is something you would like to contribute to I'll be happy to give you a summary of what needs to be done.

@alito
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alito commented Dec 14, 2015

No issue with my "experiment" (I'm just playing around), and yes, I know that sound is still half-cooked. I was just writing this down here as a form of bug-tracker, and to add data points.

I might have a look at the sound issue but I find it hard to predict when I'll get free time. If you do have notes already written, then yes, please do send them to me or post them here (in case someone else gets to them before I do)

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