#8257 closed patch
Adlib music and sfx patch
Reported by: | Kirben | Owned by: | SF/hoenicke |
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Priority: | normal | Component: | Engine: SCUMM |
Version: | Keywords: | ||
Cc: | Game: |
Description
The is a combination of a work in progress adlib sound effects patch and indy3ega/loom adlib music patch, which were both created by hoenicke. This is only offered due to requests and unsupported, so use at your own risk!
Adds adlib sound effects for: indy3 monkeyega monkeyvga pass
Adds adlib music and sound effects for: indy3ega loom (ega)
Some known issues: -many sound effects are very quiet -no music looping -loom (ega) sound effects don't sound right -indy3ega copy protection causes high pitched sound
Ticket imported from: #770862. Ticket imported from: patches/362.
Attachments (1)
Change History (11)
comment:1 by , 21 years ago
comment:2 by , 21 years ago
Has this patch been applied to the main branch? (i.e. if I download a nightly, will it include this change?) Is the plan to apply this patch (or something like it) post 0.5?
comment:3 by , 21 years ago
Due to the wrong instruments playing in the intro of loom(ega), I'm taking a guess: the instruments 'stack up' in the 8 slots. Log of stdout from scummvm, latest anoncvs with adlib patch applied: WARNING: Sound 22 has 1 instruments, expected 8! ... WARNING: Sound 25 has 7 instruments, expected 8! WARNING: [08] No instrument specified! What I *think* is happening here is that on the copyprotect screen,(sound 22) the first instrument is used either in slot 1 only or mirrored in all slots, 1-8, and the 'instruments loaded' counter or whatnot is set to 1. Then, later, when the REAL intro starts,(sound 25) the other 7 slots are filled, but slot 1 is left alone. this 'merging' behavior is also obvious when atropos uses his distaff to turn hetchel into a cygnet: the song which plays then is the exact same song as is played when the copyprotect screen finishes, but with fewer instruments (note that the song plays in scummvm with too many instruments at this point, it should only have 1 track, as the real interpreter does)
Lord Nightmare
comment:4 by , 21 years ago
I have looked how the channel2instrument mapping is done and fixed that issue. I think the intro sound is much better now.
comment:5 by , 21 years ago
Any idea what is causing those hanging tones from sound effects sometimes ? The ding in indy3ega copy protection that continues The sound effect from librarian in Venice that continues a bit when you go outside
comment:6 by , 21 years ago
I just added the adlib music improvements part for indy3/monkeyega/monkeyvga to ScummVM cvs. I left out adlib sfx specific code and adlib support for indy3ega/loom (ega) is still disabled.
by , 21 years ago
Attachment: | adlib-sfx.diff added |
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Patch against 12.08 CVS with working distaff tunes
comment:7 by , 21 years ago
Here is yet another adlib patch. This time the distaff
tones should sound right and other sfx were improved.
If you have a sound that is wrong, please report.
comment:8 by , 21 years ago
The hung note/tone problem with adlib sfx no longer occurs. The current patch has been added to ScummVM cvs.
Some sound effects, like the diststaff in loom (ega) sound slightly longer than in original games.
Also still need to add extra function somewhere which is set when new music track is loaded and checked in scumm/sound.cpp. To make the fixme for monkeyega/vga in sound/cpp work correctly again.
comment:9 by , 21 years ago
Status: | new → closed |
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comment:10 by , 6 years ago
Component: | → Engine: SCUMM |
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I have attached a new version, that should fix the quiet issue.