Opened 18 years ago

Closed 17 years ago

Last modified 13 months ago

#197 closed defect (fixed)

CD audio/mp3 plays in pause mode

Reported by: SF/logicdeluxe Owned by: fingolfin
Priority: low Component: Audio
Keywords: Cc:


Built on Apr 27 2002 17:44:51
This happens in pause mode as well as in the savegame
I noticed this in Monkey1 and in Loom.
When I load a savegame the CD is still playing the
position it was befor loading the saved game rather
than seeking to the position it was while saving the
game state. Also this applies to mp3 as well.

Ticket imported from: #549543. Ticket imported from: bugs/197.

Change History (12)

comment:1 by SF/bbrox, 18 years ago

Well, this will have to wait a bit for after 0.2.0 as it
would 1) break save games and 2) make changes in all the
drivers to add a cdrom_pause call.

And as we would like to release 0.2.0 this week-end (or soon
after), it is a bit risky.

comment:2 by SF/bbrox, 18 years ago

Owner: set to SF/bbrox
Priority: normallow

comment:3 by SF/bbrox, 18 years ago

Before I start working on this, could you explain in more
details what happens in the 'real' version of MI1 CD ?

From what I understood of what you said, the CD music stops
when pausing or when entering the save game menu. When
un-pausing or leaving the save-game menu, it continues from
where it was stopped before.

When loading a game, it should restart the sound from the
position it was at the time of the game save.

comment:4 by SF/logicdeluxe, 18 years ago

With the original exe: Yes, it pauses when the game is
paused or in savegame menu. When unpaused it continoues on
the position it paused before. When loading a savegame the
music continues on the position it was while the savegame
was taken.
Monkey1 versions without CD audio, however, behave different
there. The VGA disk version also pauses music when the game
is paused, in savegame menu or another disk is requested
(except for disk 22, 114 etc ;) ) and starts again on the
position it was paused before, but the music starts over
from the beginning when a savegame is loaded. In the amiga
version the music doesn't pause when the game is paused or
it requests another disk. And the music also starts over
from the beginning when a savegame is loaded. So I think
Scummvm don't really need to save the track position in
savegames, but it should in pause modes.

comment:5 by fingolfin, 18 years ago

Still, it shouldn't play the music from before the loading
after you load.

E.g. in DOTT, in the beginning Bernard gives a speech,
so to say :-) (talkie version using English). If I load a
save game there, he will continue talking for some
time, which is really irritating.

comment:6 by fingolfin, 17 years ago

At least one thing is fixed now, the mixer channels are now
stopped when loading a new game - this fixes e.g. the
speech-continues-after-load bug I described below.

comment:7 by SF/logicdeluxe, 17 years ago

The mp3 missbehavior is also covered with report 590069, I
think. At least mp3 pauses when it should and continoues
correctly. However the CD audio problem (including the
looping bug) still remains unchanged.

comment:8 by fingolfin, 17 years ago

What is the status of this item?

comment:9 by fingolfin, 17 years ago

Owner: SF/bbrox removed
Resolution: fixed
Status: newclosed

comment:10 by fingolfin, 17 years ago

According to travan & chuzwuzza on #scummvm, this is working
correctly now.

comment:11 by Kirben, 10 years ago

Owner: set to fingolfin

comment:12 by digitall, 13 months ago

Component: --Unset--Audio
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