#8051 closed patch
Sam & Max "phantom" sound fix
Reported by: | eriktorbjorn | Owned by: | SF/ender |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: | Sam and Max |
Description
I've taken a closer look at the "phantom" sounds in Sam & Max. It turns out that at least the "Loading Sounds" script will set _vars[9] = 2 before playing the sound, using unkMessage1(). Adding a check for this variable seems to kill the phantom sounds.
But there's obviously more to this than I've been able to figure out, because the script that plays the Conroy Bumpus song sets _vars[9] = 1 before playing a few sounds.
If I change the _vars[9] check to only play sounds when _vars[9] == 0, the animation during Conroy's song works (much too fast?), but I only get the MIDI version of the music. I don't know what to make of this, but my guess is that the MIDI version should only be used for timing. It shouldn't be heard.
Ticket imported from: #609791. Ticket imported from: patches/156.
Attachments (3)
Change History (6)
by , 22 years ago
Attachment: | samsoundhack.diff added |
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comment:1 by , 22 years ago
Owner: | set to |
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Status: | new → closed |
comment:2 by , 22 years ago
Applied, thanks.
The problems with Conroys songs are mostly related to the dodgy iMUSE implementation. We should fix THAT before looking into the other _vars[9] settings effect.
comment:3 by , 6 years ago
Component: | → Engine: SCUMM |
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Game: | → Sam and Max |
Patch against a September 15 CVS snapshot