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Over in phetsims/scenery-phet#612 (comment) it was outlined that there are multiple places where wav sounds may not be in assets/ dirs for every production sound. I'm wondering if that could be automatically checked on build?
We have grunt reportMedia which looks at license.json files. Is it possible to make an assumption there that any .mp3 or other sound file extensions that there is an accompanying wav file in assets/.
I want to note that maybe this should be a warning instead of an error, since often we don't get wav files until the sound design implementation is really solid.
Over in phetsims/scenery-phet#612 (comment) it was outlined that there are multiple places where
wav
sounds may not be inassets/
dirs for every production sound. I'm wondering if that could be automatically checked on build?We have
grunt reportMedia
which looks atlicense.json
files. Is it possible to make an assumption there that any.mp3
or other sound file extensions that there is an accompanyingwav
file inassets/
.I want to note that maybe this should be a warning instead of an error, since often we don't get
wav
files until the sound design implementation is really solid.@jbphet what do you think?
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