Opened 6 weeks ago

Last modified 5 weeks ago

#16491 pending defect (fixed)

MYST3: Missing or delayed sound effects

Reported by: Agent-G245 Owned by: antoniou79
Priority: normal Component: Engine: Myst3
Version: Keywords: audio, squee, trap, fire, office
Cc: Game: Myst 3: Exile

Description

  • ScummVM build: 2026.1.1 (Jan 27 2026 12:28:19)
  • To reproduce bug: Load Save files "ATRUS STUDY" (A) and "EDANNA SQUEE" (B) and do the following: A) Trigger Atrus' entry cutscene. B) Pull Squee trap on tongue fern. See attached video.
  • Game language: English

Following my initial ticket #16488, more audio issues related to it have been found with the same game, tested under the new build. these issues have been present since before the new build and are not a result of such.

Savegames and a Log file have been attached, run in one single session.

Comparison information (Dilandau3000's LetsPlay on vanilla DVD version):

Attachments (3)

scummvm.log (13.0 KB ) - added by Agent-G245 6 weeks ago.
ATRUS STUDY.M3S (89.5 KB ) - added by Agent-G245 6 weeks ago.
EDANNA SQUEE.m3s (81.2 KB ) - added by Agent-G245 6 weeks ago.

Download all attachments as: .zip

Change History (6)

by Agent-G245, 6 weeks ago

Attachment: scummvm.log added

by Agent-G245, 6 weeks ago

Attachment: ATRUS STUDY.M3S added

by Agent-G245, 6 weeks ago

Attachment: EDANNA SQUEE.m3s added

comment:1 by antoniou79, 6 weeks ago

Keywords: squee trap fire office added; myst3 pcm sound removed
Summary: Incomplete PCM packets in Myst 3MYST3: Missing or delayed sound effects

This will need further investigation. They are unrelated to the sound issue of the previous bug, where basically it was a bad volume setting for those specific sounds.

This could have a similar cause though, but it will be at a different part(s) of the code.
Also, it's probably unrelated to the warning "Trying to play a WAVE file with an incomplete PCM packet").

I'll try and look at the scripts for these specific instances (fire in Tomahna, squee in Edanna).

Note: I got that warning a few times as well, when testing yesterday and I don't know, as of yet, if it's expected or not. Ssometimes a warning is just there to notice something *might* need our attention, but the engine may still behave as intended, as far as the trigger of the warning goes anyway.

comment:2 by antoniou79, 5 weeks ago

In a20d3b39:

MYST3: Fix reevaluation of ambient sounds during simple movie

Fixes bug #16491

The previous code attempted to call runAmbientScripts() with the value of var MovieAmbiantScript (181) as an argument,
but that would not work because MovieAmbiantScript's value was not a valid node id (at least in the tested cases,
ie. the fire at Atrus's office in Tomahna and the squee trapping at Edanna.

comment:3 by antoniou79, 5 weeks ago

Owner: set to antoniou79
Resolution: fixed
Status: newpending

Please confirm with tomorrow's developer build (or the day after's, depending on when the buildbot gets the new commit with the fix), ScummVM 2026.1.1git, whether the issue is fixed for you.

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