#264 closed defect (fixed)
SAM: iMuse transition/lockup problems
Reported by: | SF/jbergstrom | Owned by: | SF/jamieson630 |
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Priority: | low | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Sam and Max |
Description
ScummVM 0.2.0 English CD-Rom talkie Win32
There are several errors in the iMuse behavior in this game. Here are some that I have spotted:
1. At the Ball of Twine the normal theme plays for a while, then is cut off and the cable car theme will play instead.
2. At the Carnival, in the Kushman brothers tent, the music is played in percussion instruments only.
3. In the Snuckeys there is a strange perc. transition before the theme plays.
4. The game produces an immense amount of "IMuse Internal::findTag failed finding sound x" errors.
5. Music won't loop.
6. Sometimes instruments drop out.
(There's no savegame since these are quite general.)
Ticket imported from: #556493. Ticket imported from: bugs/264.
Change History (12)
comment:1 by , 23 years ago
comment:2 by , 23 years ago
Priority: | normal → low |
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Summary: | iMuse transition problems → Sam and Max iMuse transition problems |
comment:3 by , 22 years ago
iMUSE implementation bugs are also the cause of bug 554619. See bug 555277 for technical details.
comment:4 by , 22 years ago
Summary: | Sam and Max iMuse transition problems → Sam and Max iMuse transition/lockup problems |
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comment:5 by , 22 years ago
Summary: | Sam and Max iMuse transition/lockup problems → SAM: iMuse transition/lockup problems |
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comment:6 by , 22 years ago
Jbergstrom, a number of recent Sam & Max iMuse upgrades have corrected a variety of symptoms such as the ones you describe, in particular #1, #5 and #6. Try playing through with the latest CVS build and identify how many instances of buggy behavior still remain.
Specific description of location and unexpected behavior is most useful -- we are pinpointing these problems one by one now.
Also, ref. 622544 for one iMuse issue we're already investigating. If you see any do_command code 12 warnings other than the ones referenced there, add them to the lis.
Ender, if you're going to leave this open, want me to pick it up?
comment:7 by , 22 years ago
Owner: | set to |
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comment:8 by , 22 years ago
Yeah, please do :)
Your the one with enough knowledge of MIDI to know why things like percussion problems are happening.
Assigning to jamieson630
comment:9 by , 22 years ago
Just a quick update on the status of the 6 problems mentioned here:
1. Ball of Twine music has been running smoothly for a while now.
2. Problems with things being played all in percussion should be taken care of by the new setup code for Parts. A part is now only tagged as percussion if it's on the percussion channel or (in the case of ROL tracks) is explicitly designated a percussion track by a SysEx message.
3. I never encountered this, but probably the same as #2. Jbergstrom, can you verify this with the latest CVS build?
4. I think this is still outstanding, but I haven't looked into what's going on. It doesn't seem to affect anything, unless it has something to do with music starting when it's supposed to wait for a transition riff (e.g. in several places in the carnival). Hmm, this is an interesting hypothesis....
5. Most looping and transition problems are taken care of, except in cases where monitor scripts don't seem to start (e.g. the script that handles the transition from the Gator Golf intro to the main block of music, and the script that handles the transition from the outdoor Bumpusville music to the indoor music).
6. Now that General MIDI has been expanded to support the full 16 channels (instead of the 10-channel Extended MIDI configuration), there should be no lost instruments. (The Sam & Max opening cutscene music sounds a whole lot better in General MIDI now, BTW.)
comment:10 by , 22 years ago
Oh yes, most of these have been fine for a quite a while now, including #3. I don't also seem to get #4 any more.
comment:12 by , 22 years ago
Resolution: | → fixed |
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Status: | new → closed |
Sam and Max uses a different iMUSE engine to the one implmemented in ScummVM currently, which causes all these problems. We have made several hacks to allow Sam and Max to sound 'reasononable', but for perfection the iMUSE driver for Sam and Max will need to be disassembled, understood, and recoded.
This will take a lot of work, so we don't expect this bug to be fixed in any short period of time.
Lowering priority to 'trivial', as this does not really affect gameplay.