#4929 closed defect (fixed)
SCUMM: Mute setting does not work
Reported by: | lordhoto | Owned by: | sev- |
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Priority: | blocker | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: |
Description
ScummVM trunk r51098 Linux/amd64 with g++ 4.4.4 Games tried: Monkey 2 and The Dig
The "mute" setting is not respected by SCUMM at all, neither when using it while the game is running via the GMM nor on startup.
I tried adopting ScummEngine::syncSoundSettings so that it behaves the same as Engine::syncSoundSettings when the "mute" config key is set to "true", but that only fixes digital iMuse it seems. At least then the mute option worked fine in The Dig, while not at all in Monkey 2 (tried with AdLib).
Ticket imported from: #3032758. Ticket imported from: bugs/4929.
Change History (12)
comment:1 by , 14 years ago
comment:2 by , 14 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
comment:3 by , 14 years ago
Reopening this bug report since Monkey 2 is still not fixed. Just start up Monkey 2 (with AdLib) and check the mute box in the GMM, the SFX in the copy protection won't be gone and you still have music in the intro. It seems all it does currently is to lower the sound volume, if you can't hear any music/sfx just turn up your speaker volume
comment:4 by , 14 years ago
Resolution: | fixed |
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Status: | closed → new |
comment:5 by , 14 years ago
noticed that as well in lsl5. When mute is enabled music is still playing but with a really low volume, although we correctly set the actual volume to be 0.
comment:7 by , 14 years ago
Owner: | removed |
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Priority: | normal → blocker |
comment:8 by , 14 years ago
This is a general problem (or rather misunderstanding) of the OPL commands. It seems the OPL chips only feature a "very low" volume setting as 0, but no silence. So all engines which setup the OPL emulator as kPlainSoundType and only sending 0 as volume will still have (quite silent) output for OPL though.
comment:9 by , 14 years ago
I am closing the bugreport then. Feel free to open another one (Adlib to respect volume 0), but it will be not release critical.
I just retested the game, at least with my speakers the sound is not heard with mute setting.
comment:10 by , 14 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
comment:11 by , 14 years ago
Actually I tried my MT-32 now and it isn't fully muted there either, so I guess it's not an AdLib driver specific problem, but rather all our sound code assuming that a midi volume of 0 means no sound, which isn't really represented by 0 as it seems.
comment:12 by , 6 years ago
Component: | → Engine: SCUMM |
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Fixed in SVN.