#197 closed defect (fixed)
CD audio/mp3 plays in pause mode
Reported by: | SF/logicdeluxe | Owned by: | fingolfin |
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Priority: | low | Component: | Audio |
Version: | Keywords: | ||
Cc: | Game: |
Description
Built on Apr 27 2002 17:44:51 This happens in pause mode as well as in the savegame dialog. I noticed this in Monkey1 and in Loom. When I load a savegame the CD is still playing the position it was befor loading the saved game rather than seeking to the position it was while saving the game state. Also this applies to mp3 as well.
Ticket imported from: #549543. Ticket imported from: bugs/197.
Change History (12)
comment:1 by , 23 years ago
comment:2 by , 23 years ago
Owner: | set to |
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Priority: | normal → low |
comment:3 by , 23 years ago
Before I start working on this, could you explain in more details what happens in the 'real' version of MI1 CD ?
From what I understood of what you said, the CD music stops when pausing or when entering the save game menu. When un-pausing or leaving the save-game menu, it continues from where it was stopped before.
When loading a game, it should restart the sound from the position it was at the time of the game save.
comment:4 by , 23 years ago
With the original exe: Yes, it pauses when the game is paused or in savegame menu. When unpaused it continoues on the position it paused before. When loading a savegame the music continues on the position it was while the savegame was taken. Monkey1 versions without CD audio, however, behave different there. The VGA disk version also pauses music when the game is paused, in savegame menu or another disk is requested (except for disk 22, 114 etc ;) ) and starts again on the position it was paused before, but the music starts over from the beginning when a savegame is loaded. In the amiga version the music doesn't pause when the game is paused or it requests another disk. And the music also starts over from the beginning when a savegame is loaded. So I think Scummvm don't really need to save the track position in savegames, but it should in pause modes.
comment:5 by , 23 years ago
Still, it shouldn't play the music from before the loading after you load.
E.g. in DOTT, in the beginning Bernard gives a speech, so to say :-) (talkie version using English). If I load a save game there, he will continue talking for some time, which is really irritating.
comment:6 by , 22 years ago
At least one thing is fixed now, the mixer channels are now stopped when loading a new game - this fixes e.g. the speech-continues-after-load bug I described below.
comment:7 by , 22 years ago
The mp3 missbehavior is also covered with report 590069, I think. At least mp3 pauses when it should and continoues correctly. However the CD audio problem (including the looping bug) still remains unchanged.
comment:9 by , 22 years ago
Owner: | removed |
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Resolution: | → fixed |
Status: | new → closed |
comment:10 by , 22 years ago
According to travan & chuzwuzza on #scummvm, this is working correctly now.
comment:11 by , 15 years ago
Owner: | set to |
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comment:12 by , 6 years ago
Component: | --Unset-- → Audio |
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Well, this will have to wait a bit for after 0.2.0 as it would 1) break save games and 2) make changes in all the drivers to add a cdrom_pause call.
And as we would like to release 0.2.0 this week-end (or soon after), it is a bit risky.