#771 closed defect (invalid)
SAM: Missing drums with Adlib emu
Reported by: | SF/mankeli | Owned by: | SF/jamieson630 |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Sam and Max |
Description
Drum sounds are missing in ScummVM 0.4.1cvs, stock 0.3.0 and 0.3.7cvs. However, all other games worked just fine. And this only happens with Adlib emu.
Ticket imported from: #737622. Ticket imported from: bugs/771.
Change History (5)
comment:1 by , 22 years ago
Owner: | set to |
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comment:2 by , 22 years ago
comment:3 by , 22 years ago
Resolution: | → invalid |
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Status: | new → closed |
Summary: | Missing drums with Adlib emu → SAM: Missing drums with Adlib emu |
comment:4 by , 22 years ago
Drum sounds have never worked with Sam & Max under Adlib emulation. It's documented in the code, and if we DO add it later, it will be a feature, not a bug fix. Closing.
comment:5 by , 22 years ago
Okay, I closed this one, but.... Rudimentary percussion support is implemented for Adlib. I only tested it with the first couple scenes of Sam & Max; for some reason all my other savegames are causing ScummVM to fault. (I could have sworn several of them were from the modern era of "backward- compatible savegame functionality", so I don't know why ScummVM is having a fit over them.) Anyway, there's some nice clicks and pops now, and that annoying "silence that is supposed to be a drum solo" in the S&M intro credits now actually has some bee-bop to it.
This is a WORK IN PROGRESS -- matching up Adlib percussion instrument definitions to GM percussion keys is a process that does not lend itself to automated support, so I'm having to manually sift through 295 unclassified Adlib instruments to try to figure out what they can be used for. Bear with me.
Any comments on this one, jamieson?