Opened 16 years ago

Closed 16 years ago

Last modified 16 years ago

#1148 closed defect (fixed)

MI1: SFX stops music

Reported by: SF/logicdeluxe Owned by: SF/jamieson630
Priority: low Component: Engine: SCUMM
Keywords: Cc:
Game: Monkey Island 1


ScummVM 0.5.3cvs (Aug 13 2003 02:55:48)
This happens in EGA and VGA Floppy versions.
For example, go to the Scumm Bar and close the door or
wait for the chef (who also operates a door)! With the
original interpreter no SFX is played while music is
playing, ie you can not hear a door while inside the
Scumm Bar.
Of course, it would not hurt hearing the door even when
the music is playing, but this should not stop the
music. Playing both simultaniuosly makes sense, of
course, if this would be possible.

Ticket imported from: #787610. Ticket imported from: bugs/1148.

Attachments (1)

monkeyvga.s05 (60.4 KB ) - added by SF/logicdeluxe 16 years ago.

Download all attachments as: .zip

Change History (10)

comment:1 by Kirben, 16 years ago

The problem is that monkeyega/vga don't always stop current
music when a new music track is started. We used to work
around this problem by always stopping music first when new
sound was played. I added hack to ScummVM cvs for now, to
work around problem

jamieson, could you have a look at how best to handle this
problem ?
I think we basically need a function that tells whether
currently loaded sound resource is music or sfx. It would be
set when *src_ptr = 0x80 in convertADResource of
scumm/resource.cpp and be checked when ScummVM
attempts to play sound later in playSound of

comment:2 by Kirben, 16 years ago

Owner: set to SF/jamieson630

by SF/logicdeluxe, 16 years ago

Attachment: monkeyvga.s05 added

comment:3 by SF/logicdeluxe, 16 years ago

ScummVM 0.5.3cvs (Aug 13 2003 14:56:49)
It's even worse now. Load the samegame, leave the catacombs
and enter them egain! Both scores are playing at the same time.

comment:4 by Kirben, 16 years ago

I reverted my change for now, since it made it worse.
Did the original monkeyega or monkeyvga ever play music and
sound effects at the same time when using adlib ?

comment:5 by SF/logicdeluxe, 16 years ago

As I wrote before, the original interpreter does not play
sound effects while music is playing already. But it would
be nice, if ScummVM could do this correctly.

comment:6 by SF/jamieson630, 16 years ago

Just to tick some people off: to do it "correctly" would be to
do it exactly the way the original distro did it. To do
it "better" would be to support SFX and music simultaneously.
Don't confuse the two.

The dilemma right now is (1) Roland tracks have no music/SFX
identifier, and (2) the Adlib identifier for music versus SFX
seems to be in question. Forcing one sound resource to stop
when another one wants to play becomes necessary because
explicit music stops are not always being issued by the
scripts -- and looping music will just go on playing forever, on
top of everything else.

One alternative might be to issue a stop_all_sounds() when
the room changes, on the assumption that music (and SFX
even moreso) will not persist from one room to the next.
Already, though, I'm thinking of the forest scene in
monkeyvga, where IIRC the music persists as guybrush
wanders all through the forest, and doesn't stop until he
reaches the treasure site or the Swordmaster's house.

I'll look at the scripts related to the Lookout scene in the
monkeyvga intro to see if there are circumstances under
which they DO properly shutdown the music when they're
done. We might just have a VAR set up wrong, as was the
case with VAR_SOUNDCARD and the Roland tracks.

comment:7 by SF/jamieson630, 16 years ago

Priority: normallow

comment:8 by Kirben, 16 years ago

Fixed in ScummVM cvs, by adding unique ASFX tag for adlib

comment:9 by Kirben, 16 years ago

Resolution: fixed
Status: newclosed
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