This is a nitpick, but according to the Glk spec, sound notification events should only fire when a sound reaches its end, and not when it is stopped or interrupted.
It seems that when you begin playing a MOD sound in Windows Glulxe, any MOD already playing on another channel will be stopped (because the Modplug library only supports playing one MOD at a time, I suppose). This will issue a sound notification.
If I'm reading 8.3: Playing Sounds correctly, the play functions are supposed to return 0 (error) and refuse to play the new MOD in this situation, and not generate any sound notification.
This behavior can be tested with the TEST MOD command in my Glulx sound test.
This is a nitpick, but according to the Glk spec, sound notification events should only fire when a sound reaches its end, and not when it is stopped or interrupted.
It seems that when you begin playing a MOD sound in Windows Glulxe, any MOD already playing on another channel will be stopped (because the Modplug library only supports playing one MOD at a time, I suppose). This will issue a sound notification.
If I'm reading 8.3: Playing Sounds correctly, the play functions are supposed to return 0 (error) and refuse to play the new MOD in this situation, and not generate any sound notification.
This behavior can be tested with the TEST MOD command in my Glulx sound test.