Opened 23 years ago
Closed 23 years ago
#127 closed defect
Some DOTT sound issues...
Reported by: | SF/farnsworth | Owned by: | SF/ender |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Day of the Tentacle |
Description
I started playing Day of the Tentacle again because you guys had really updated ScummVM since the last time I tried it, and I noticed a couple sound problems (with the CVS version).
One looks easy to fix -- it seems to be a command to play only a piece of a sound effect. For example, during the credits/intro sequence at the beginning, when the car is driving around with Leverne's head sticking out the window, in room 34 the car takes a tight corner, her neck stretches really long as it whips around the corner, and you hear a stretching noise which lasts way too long (well into the next scene!). As this happens, you see this on the console:
Loading room 34 WARNING: EGA_proc4! WARNING: SoundEngine::do_command invalid command 2! WARNING: SoundEngine::do_command invalid command 3!
I'm guessing that command 2 is "start sound at byte offset", and command 3 is "stop sound at byte offset", since that seems to be the simplest way to play part of a sound.
Later on, after they've all travelled through time, as Leverne falls out of her Chron-O-John (in the tree) and gets her underwear hooked on a branch, you hear the same stretching noise, which also lasts well into the next scene when it most obviously shouldn't, and again get this message:
Loading room 69 WARNING: EGA_proc4! WARNING: SoundEngine::do_command invalid command 3!
It seems like a pretty simple thing to fix. :)
The other thing I noticed is that at some points in the game, sound effects don't play. It seems to happen when sound effects happen in quick succession, leading me to belive that there's some kind of mixing problem, or a problem queueing sounds when they're played in quick succession. For example, when Bernard frees the tentacles, the evil tentacle hops away, and you don't hear the suction-cup sound, but when the green tentacle hops away, you do hear it. I think it's cause he says something just before he starts hopping away...
Anyhow, GREAT WORK! The games play almost flawlessly now. I'm quite happy.
Ticket imported from: #534427. Ticket imported from: bugs/127.
Change History (8)
comment:1 by , 23 years ago
comment:2 by , 23 years ago
Thanks for the report. We're currently redesigning the engine, but we'll look into it after we finished.
Glad you enjoy our little program :)
comment:3 by , 23 years ago
i have a problem with playing sfx in dott under linux. i hear the adlib music, but no sound other sound whatsoever.
comment:4 by , 23 years ago
Do you have dott's monster.sou file in your current directory? Is the filename in lower case?
comment:5 by , 23 years ago
Component: | → Engine: SCUMM |
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Game: | → Day of the Tentacle |
comment:7 by , 23 years ago
Owner: | set to |
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Status: | new → closed |
comment:8 by , 23 years ago
Closing this bug for the moment. This is caused by a known wishlist item.
When a room loads the script calls for a sound to be played to precache it. However ScummVM doesn't support the 'cache but don't play' flag. This means you end up hearing phantom sounds.. sometimes these sound like they are part of the scene, like above.. but actually they are an extra sound.
Oops! Sorry, I made a mistake when submitting this bug report. I should've been more careful.
The sound problems aren't reported to the console, and the scene numbers are wrong...
Those unknown commands are for something else -- they happen, in scene 34, as soon as Bernard bangs his head on the clock. And in scene 69, as soon as the cutscene has stopped, and the command buttons are displayed at the bottom, giving the user control of the game again.
The places where the over-played sound problems happen are in scene 80 (car zipping around corner), and in scene 57 (laverne falling out of time machine).
Otherwise, the rest of the information is the same. :) Sorry about that, I was playing it in fullscreen, and I just guessed at which scenes the problems were from based on the console output.