#3653 closed defect (invalid)
KYRA1: Pause between every spoken line
Reported by: | raziel- | Owned by: | lordhoto |
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Priority: | normal | Component: | Engine: Kyra |
Version: | Keywords: | ||
Cc: | Game: | Kyrandia 1 |
Description
ScummVM 0.12.0svn (Mar 12 2008 19:33:29) Features compiled in: Vorbis FLAC MP3 zLib MPEG2
There's a pause of some seconds between every spoken line in Kyrandia 1, most noteable (so far) in Serpent's Grotto at the "floating balls" altar. Brandon is saying something like this:
"If i find something suitable (for the altar to fit)" some seconds pause "i'll return"
Also it's quite annyoing while dialogues with NPC's ...one never know if a commetn has finished yet
Using Midi and no subtitles
Kyrandia 1 (English/CD)
AmigaOS4 gcc version 4.0.2 (AmigaOS build 20051012)
Ticket imported from: #1914315. Ticket imported from: bugs/3653.
Attachments (3)
Change History (12)
comment:1 by , 17 years ago
comment:2 by , 17 years ago
@erkitorbjorn
The animation goes on (e.g. Darm moves his head, the floating balls ... err, float) there is just this "pause before the next segment of speech is started ... the subtitles gave me an idea ... it is like as the game waits for the subtitles to finish although there are none. (not that this is a possible solution, just a hint on how long the "pause" is)
Playing only with subtitles doesn't trigger it (obviously as there is no speech)
Yes, i was part of that discussion (or at least i tried to take part :-)), the "solution" given there didn't change it for me unfortunately, thats why i wrote the item ... reading the explanation in your post my bug is different (though i don't know if it is a bug at all, as i am not able to play the game with speech and the real interpreter)
None of the animation hangs (at least, none caught my eye) only the speech has too long "pauses" between each segment before it goes on
Hope that helps
comment:6 by , 17 years ago
Resolution: | → invalid |
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Status: | new → closed |
comment:7 by , 17 years ago
Owner: | set to |
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comment:9 by , 16 years ago
Really? Maybe you could supply a savegame to let me check that. It could be because of different text line lengths and not adjusted text delays. So a fan translation specific problem.
You mean "pause" as in "the animation freezes"? Does it make any difference if you turn off voices and play with subtitles only? There was some discussion - I think you were there, but I don't remember if it was all in public - the other day about how the snd_voiceWaitForFinish() / snd_stopVoice() in o1_restoreCustomPrintBackground() cause some types of animation to hang while waiting for the voice-over to finish.