#15550 closed defect (fixed)
SCI: KQ5CD Issue/bug with game freezing in mountains
Reported by: | LaZar00 | Owned by: | sluicebox |
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Priority: | normal | Component: | Engine: SCI |
Version: | Keywords: | ||
Cc: | LaZar00 | Game: | King's Quest 5 |
Description (last modified by )
ScummVM Version: 2.9.0 master branch
Game/Language: KQ5 CD Talkie English (GOG version)
OS: PC Windows 11
I found this issue while walking in the mountains and jumping. When Graham goes to the edge of the mountain and falls, he exclaims "Arghhhh...." and then appears the death window (EgoDead) to load, restore a game. This works well in various rooms (29, 30, 31...).
The issue/bug I found is in "room 31", where are the stepping stones (jumping). I can jump to the first left stone. Then, if you step on to the second, if you don't click correctly you can fall from jumping (is a different script). Then Graham falls, with the "Arghhhh...." exclamation, the cursor is with the hourglass, and after the audio, nothing happens. The game does not respond. You can test it going directly to "room 31" and walk to the left crossing the trunk to the stones.
I'm not sure if this is a bug in scummvm. I tested in dosbox spanish KQ5 floppy version and works well. I tested this with a vanilla KQ5CD version of GOG install with 2.9.0 branch master and fails. But I have not been able to test it in 2.0.0 (the version supplied with dosbox) because it seems to not have debug and I should play all the game.
Attachments (2)
Change History (9)
by , 3 months ago
by , 3 months ago
Attachment: | mountainstone.jpg added |
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comment:1 by , 3 months ago
Description: | modified (diff) |
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comment:2 by , 3 months ago
comment:3 by , 3 months ago
This is what I got when I tried bisecting:
de9443407fd28cd71ac568ec2326191129243517 is the first bad commit commit de9443407fd28cd71ac568ec2326191129243517 Author: sluicebox <22204938+sluicebox@users.noreply.github.com> Date: Sun Feb 21 22:27:53 2021 -0800 SCI: kDoAudio stops samples played with kDoSound engines/sci/engine/ksound.cpp | 6 ++++++ engines/sci/sound/music.cpp | 9 +++++++++ engines/sci/sound/music.h | 1 + engines/sci/sound/soundcmd.cpp | 4 ++++ engines/sci/sound/soundcmd.h | 1 + 5 files changed, 21 insertions(+)
So I can "fix" it by removing the call to g_sci->_soundCmd->stopAllSamples()
from the kSciAudioWPlay
/ kSciAudioPlay
case of kDoAudio
. But I don't know how much that will break.
comment:5 by , 3 months ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
Thank you!
This can be worked around in earlier versions of ScummVM by unchecking "Prefer digital sound effects" on our Game Options dialog.
comment:6 by , 3 months ago
Game: | → King's Quest 5 |
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Eeek, this is a ScummVM regression introduced between versions 2.2.0 and 2.5.0.
So... probably my fault =)
Thanks for another well written bug report, I can reproduce and will bisect.