#3659 closed defect (fixed)
DIG: Radio chatter audio effect missing
Reported by: | SF/jammet | Owned by: | aquadran |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | The Dig |
Description
I've attached a small sample of the original sound. Compare the sound of the voices. There is some kind of filtering in the original.
Wait a few seconds for the sound when you play the file, I started the recording before I actually started the game.
Ticket imported from: #1919188. Ticket imported from: bugs/3659.
Attachments (1)
Change History (16)
by , 17 years ago
Attachment: | thedig_radiochatter.wav.mp3 added |
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comment:1 by , 17 years ago
The radio chatter is turned on and off based on case 20 of o6_kernelSetFunctions() in engines/scumm/script_v6.cpp, which is currently ignored in ScummVM.
Looking over the disassembly of The Dig, shows there should be an additional 0xA00 case for ImuseSetParam, which is only used when playing speech. ImuseSetParam(10000, 0xA00, x), where x is radio chatter (if VAR_EGO == VAR_TALK_ACTOR) or zero.
comment:2 by , 17 years ago
Owner: | set to |
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Summary: | Radiochatter audio effect missing → DIG: Radio chatter audio effect missing |
comment:3 by , 17 years ago
I'm aware about, but I'm ignoring thing from beginning implementation digital imuse. it's additional special sound fx. and i don't have currently plans for implementing it.
comment:4 by , 17 years ago
I can hardly hear any difference. Did they simply add a small amount of static, or is that just the recording?
comment:5 by , 17 years ago
I'll clarify: The recording is from the beginning of the game, where the characters are speaking through their radios in the helmets of their space suits.
But this effect is the exact same one that's missing when you use the handheld radio later in the game (and you use it all the time) when you're stranded on Cocytus. That's where the effect is missing - when you use your radio on the planet and talk to Maggie or Brink. All voices coming through a radio would sound exactly like they do in the recording I've made. As of now, playback of radio chatter in ScummVM is unmodified and clear, like as if the talking parties were standing next to each other.
comment:6 by , 16 years ago
after comparing voices from scummvm and playing original game I don't hear any difference. In the beginning of game and later. Also game engine never trigger turn on that effect which seem i verified long time ago as my comment in source code. I also verified in dissasembly that effect depend only on triggering kernelSetFunctions with subopcode 20.
comment:7 by , 16 years ago
Resolution: | → worksforme |
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Status: | new → closed |
comment:8 by , 16 years ago
Please don't get rubbed the wrong way, but just tried out the most recent version of ScummVM and it's still just the way I described. I'm out of ideas really, if you still don't "get it" I don't know how I can describe it better so anyone can understand what I actually mean.
When you start the game in ScummVM, you bypass the Intro, you go straight into the game with the guys floatin' in space, just have them talk to each other. That would be the sound of any radio chatter in the game, both in space and on the planet surface. Ooo-kay?
Now fast forward, load a save from later in the game, doesn't matter where in the game as long as you can use the radio then, to talk to someone else on the Team who isn't on the same screen as you are. Maggie will be in the library most of the time. Make sure you aren't in there and then just radio her. And just ... listen to that.
It sounds like you are standing next to her.
And it shouldn't.
It should sound like when you had your radio conversations earlier in the game. When you were in space.
comment:9 by , 16 years ago
Please don't get rubbed the wrong way, but just tried out the most recent version of ScummVM and it's still just the way I described. I'm out of ideas really, if you still don't "get it" I don't know how I can describe it better so anyone can understand what I actually mean.
When you start the game in ScummVM, you bypass the Intro, you go straight into the game with the guys floatin' in space, just have them talk to each other. That would be the sound of any radio chatter in the game, both in space and on the planet surface. Ooo-kay?
Now fast forward, load a save from later in the game, doesn't matter where in the game as long as you can use the radio then, to talk to someone else on the Team who isn't on the same screen as you are. Maggie will be in the library most of the time. Make sure you aren't in there and then just radio her. And just ... listen to that.
It sounds like you are standing next to her.
And it shouldn't.
It should sound like when you had your radio conversations earlier in the game. When you were in space.
comment:10 by , 16 years ago
Resolution: | worksforme |
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Status: | closed → new |
comment:11 by , 16 years ago
Ok, now I know what you mean, in which moment issue happen, but you mislead in first place by reporting about begining game. Radio chatting is prerecorded only when they are in suits in beginning and later on the surface planet.
comment:12 by , 16 years ago
=) Thanks.
Yeah, in the intro and in space it's pre-recorded with static and everything, I learned that through an older scumm audio extraction-tool. Back then, with the extraction tool, I suddenly realised that all conversations were crystal clear recordings, but in the actual game, I always used the radio, so I was surprised that there was no static. But there were no additional voices in THE DIGs audio extractions, so I'd think there is some effect added to the voices whenever it's radio. So I don't believe everything was recorded twice, once with static and once with no static ;).
comment:14 by , 16 years ago
Resolution: | → fixed |
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Status: | new → closed |
comment:15 by , 16 years ago
One, small step for a game ... a big step in athmosphere! ;)
Thank you very much aquadran!
MP3 sample of the effect