Moving the game over sound to a jingle made it only play once but introduced a different issue. Since the Jingle plays on a different channel it can no longer replace the prior Music that would normally stop once the game over music plays (once) and as a result after the jingle plays it reverts back to the prior music that should have stopped.
I tried moving it back to music (which seems to be based on Channel 0) but changed the looping value to 0 instead of 100 which should cause it to play once on the Music channel and stop. Ignored that and kept playing even though the CSV file specified 0 repeats. It seems that any music is an all or nothing setting for repeat via a checkbox. There isn't any way I can find to specify in the WebUI or the CSV that a certain sound should only be played on the music channel once.
I'd really suggest a couple things. First make the firmware honor the loop value in the CSV file. That can be done without altering or exposing it in the UI.
Beyond that I would still suggest making a couple updates to the WebUI. First to show the channel it will play on with the number shown. Apparently some are dedicated to specific channels and will start playing in place of teh sound on that channel if currently playing. Others with undefined channels will just play on any free channel. (maybe this is the cause of some of the random issues people see. Maybe a sound plays on an unused channel then gets overwritten by one that specifically called for a channel that one used.
I would show the current loop value if the firmware honors the setting the CSV file and expose it to allow it to be set for 0 (no looping) 100 forever looping, or any specified number of loops (maybe just a couple). Let the user decide. I don't buy that it will make it too complicated. It is just one additional field and it won't be any more complex than what is already there. I really think it's needed.
Also after looking at the CSV files it looks like the TiltAudio changes that file the first time it is used. Comparing it to the original file it appends ,X,,,0, at the end of every line. The # seems to vary which maybe how it classifies sounds but I don't see that documented or if it is I missed it. What are those additional fields for?
This project is way better than when I first looked at it and with a few tweaks I think it will really be fantastic. I'm doing testing in my R&B since I know that game well to work out any bugs. Eventually though this may be used in a re-theme of a different DE game.
Has anyone else dug into the CSV files?
Another feature request if it isn't in already supported is if we define more than one sound for the same value can the firmware randomly pick one to play? With that we could add a variety of sounds for a specific event (where it makes sense) and improve the experience. This would be a great value added feature. Maybe multiple versions of game over, etc.