Opened 22 years ago
Closed 22 years ago
#441 closed defect (fixed)
MI2: Largo does not scream
Reported by: | SF/logicdeluxe | Owned by: | SF/chuzwuzza |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Monkey Island 2 |
Description
Built on Aug 30 2002 11:48:37 win When you use the voodoo doll in Largo's room, there should be several screams. Other samples are playing fine.
Ticket imported from: #602348. Ticket imported from: bugs/441.
Attachments (1)
Change History (8)
by , 22 years ago
Attachment: | monkey2.s02 added |
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comment:1 by , 22 years ago
comment:2 by , 22 years ago
@painelf I think this noise is that of the needle, not from Largo. I can hear this in the original EXE too, and it is also played with Adlib, therefor definately not part of the sample.
comment:3 by , 22 years ago
I'll need to pick the brains of the ScummVM developers before I can submit a proper patch for this, but here's something you could try in the meantime:
(I've only tried this under Linux, but I assume it's the same on other systems, at least as long as you start ScummVM from a command-line.)
Before going into Largo's room, start the debugger by pressing Ctrl-D. You should see something like this on the console:
Debugging mode entered!, please switch to this console for input. Enter h to list all the debug commands debug>
At the debug prompt, type "v 48 5" (without the quotation marks) and press Enter. It should respond with
Var[48] = 5
Resume the game by typing "c" at the debug prompt. Largo's screams should now be sounds instead of text captions. Do they sound correct to you?
To elaborate a bit, variable 48 apparently tells the game what type of soundcard you have, and you need a type 5 soundcard for the game to play these sounds. ScummVM always sets it to 3.
I have no idea what types 3 or 5 really mean, and where else it might make a difference.
comment:4 by , 22 years ago
With "v 48 5" the screems sound right. Indeed this affects other things as I found one thing: in the bar when the barkeeper spits into the glass the sound is not playing then any more, but it plays when I set "v 48 3" again. Although I think this is a bug in the original scripts as this spit noise also aren't playing with my original EXE and Soundblaster. I just checked this. However, Largo's spit is playing there. So "v 48 5" seems to behave exactly like with Soundblaster output.
comment:5 by , 22 years ago
Thanks for testing the other sound effects. The morning was too far gone (and I was too lazy :-) for me to do it myself.
It would be a shame to lose any of the other digitized sound effects, even in cases where they weren't played by the original interpreter. I think I know how to hack in an ugly solution, but I'd like to find out a bit more about how and where MI2 (and other games) test the soundcard variable first...
comment:6 by , 22 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
Actually, when Guybrush stabs the doll, I get a bit of noise. I think a sound is played, but possibly from a wrong offset?