#6436 closed defect (duplicate)
KYRA2: Music volume glitch after fadeout
Reported by: | eriktorbjorn | Owned by: | |
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Priority: | normal | Component: | Engine: Kyra |
Version: | Keywords: | ||
Cc: | Game: | Kyrandia 2 |
Description
This happens in the current development version of ScummVM, English CD version of the game. MIDI music.
If I walk from the Tram Station back to the Petrified Forest, the music fades down and the new music starts. But if I time it right, I will hear one of the instruments from the old music. (I'm not sure what the instrument is called, but it sounds like some kind of chimes.)
I think this happens because a) the instruments are faded down but not actually stopped, and b) when the new music is loaded the volume is restored on all channels, even the ones that aren't currently playing any instrument.
I'm attaching a savegame that should allow you to reproduce the bug, though it may take a few attempts. (If I got the right one, it's called "Music Bugtest".)
Ticket imported from: #3615151. Ticket imported from: bugs/6436.
Attachments (2)
Change History (5)
by , 11 years ago
comment:1 by , 11 years ago
Assuming there is no way to just stop a channel dead, one possible solution would be to not apply the volume for the new music until the channel is actually used. Back when I first noticed this glitch, I made a quick hack to test that theory, and it seems to work. I'm attaching that patch more as a proof-of-concept than a real fix.
by , 11 years ago
Attachment: | music-glitch-possible-fix.txt added |
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Proof-of-concept for a possible workaround
comment:3 by , 11 years ago
Resolution: | → duplicate |
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Status: | new → closed |
Savegame at the Tram Station