Opened 7 months ago

Closed 6 months ago

#14663 closed defect (fixed)

SCUMM: INDY3 (MAC) Missing sound effect

Reported by: eriktorbjorn Owned by: eriktorbjorn
Priority: normal Component: Engine: SCUMM
Version: Keywords:
Cc: Game: Indiana Jones 3


When filling the stein from the keg in the in the kitchen, there is supposed to be a sound effect. But ScummVM doesn't recognize it, so it's not played.

Attachments (2)

indy3-ega-mac.s15 (11.4 KB ) - added by eriktorbjorn 7 months ago.
sound-7.txt (37.1 KB ) - added by eriktorbjorn 7 months ago.
This should be a hexdump of the missing sound

Download all attachments as: .zip

Change History (5)

by eriktorbjorn, 7 months ago

Attachment: indy3-ega-mac.s15 added

by eriktorbjorn, 7 months ago

Attachment: sound-7.txt added

This should be a hexdump of the missing sound

comment:1 by eriktorbjorn, 7 months ago

Here is work in progess on cataloging all sound resources in the game:

ID Description Comment
1 Regular footstep
2 Door opens
3 Door closes
4 Window opens
5 Window closes
6 Heavy thump, e.g. landing after a fall
8 Rushing water
9 Light thump, e.g. landing a punch
10 Stone sliding over stone, e.g. statue trap door
11 Hissing, e.g. sticky tape dissolves
12 Fire burning
13 Mechanical noise, e.g. pulling the torch
14 Airplane noise
15 Airplane starting
16 Zeppelin ladder coming down, etc.
17 Mechanical noise, e.g. airplane switches
18 Airplane crash
19 Metallic footstep
20 Catacomb skull
21 Catacomb skull
22 Catacomb skull
23 Catacomb skull
24 Catacomb skull
25 Catacomb skull
26 ??? Some sort of thump
27 Soggy footstep
28 Irene's typewriter
29 Zeppelin piano Music
30 Copy protection "cowbell" sound
31 Castle alarm
32 Machine gun
33 Electrical noise, e.g. sabotaging castle security
34 ??? Crashes ScummVM whether it's treated as sound or music
35 Indiana Jones Opening Theme Music
37 Coin landing in bowl
38 Travel music Music
39 Castle Brunwald Music
40 Venice Music
41 Catacombs Music
42 Motorcycle Scherzo Music
43 Pushing the loose brick
44 Boxing ring bell
45 Catacombs drawbridge machinery
46 Catacombs drawbridge machinery
47 Very light thump, e.g. punch blocked
48 Whoosh, e.g. Indy falling through trap door
49 Goose sound
50 Grail temple about to collapse
51 Whip crack
52 Whip crack
53 Mysterious, e.g. looking at the buried knight
54 Indiana Jones Fanfare Music
55 ??? Some sort of creaking noise
56 Airplane explosion
57 Dog growling
58 Thunder
59 ??? Silent if played as music
60 Airplane going down
61 Dripping water
62 Dripping water
63 Dripping water
64 Biff crushing the trophy
65 Grail healing Henry
66 Berlin Music
67 Grail Knight Music
68 Final sound when drinking from the wrong Grail
69 End credits Music
70 Trial music Music
71 Henry falling to the ground after being shot
72 Dog tearing meat
73 Dog feeding
74 ??? Sounds identical to sound 53
83 ???
Last edited 7 months ago by eriktorbjorn (previous) (diff)

comment:2 by eriktorbjorn, 7 months ago

It seems that the fifth byte of every music resource is 0x7f, which is apparently some sort of "priority"? None of the other sounds seem to have that value there though the purpose of that byte in a digitized sound is not known.

The condition to identify an Indy 3 Mac digitized sound currently is:

else if ((_vm->_game.platform == Common::kPlatformMacintosh) && (_vm-> == GID_INDY3) && READ_BE_UINT16(ptr + 8) == 0x1C) {

Where READ_BE_UINT16(ptr + 8) is speculated to be some sort of header length. Unfortunately, sound 7 has a different value there. Perhaps it should be changed to

else if ((_vm->_game.platform == Common::kPlatformMacintosh) && (_vm-> == GID_INDY3) && ptr[4] != 0x7f) {

That does seem to fix the problem, but I do wish we had something more solid to stand on...

comment:3 by eriktorbjorn, 6 months ago

Owner: set to eriktorbjorn
Resolution: fixed
Status: newclosed

The pull request with the new heuristic has been merged. Apparently that's not how the original did it, but let's leave that for later. This bug can be closed now.

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