Opened 18 years ago

Closed 17 years ago

#2959 closed defect (fixed)

GOB2: Incorrect sound for goblins walking

Reported by: SF/adamhearn Owned by: DrMcCoy
Priority: low Component: Engine: Gob
Version: Keywords:
Cc: Game: Gobliins 2

Description

Gobliins 2 V1.01 from original release CD

Platform: WinXP Pro (SP2, full Windows Update), Pentium-M 2Ghz, 2GB RAM, GF6600GT (71.89), Audigy 2ZS (WBUP2_LB_2_09_0016)

When each of the goblins walk they should have a walking sound clip that is initiated every so often. However instead of this, a low frequency beep is heard instead.

This happens both with an .OGG encoded audio file or the CD.

The sound plays correctly under DOSBox 0.65.

Using configuration file: C:\Documents and Settings\Adam\Application Data\ScummV M\scummvm.ini ScummVM 0.10.0svn (Dec 22 2006 09:50:48) Features compiled in: Vorbis FLAC MP3 zLib MPEG2

SCUMMVM.ini content:

[scummvm] gfx_mode=hq3x music_volume=255 midi_gain=100 speech_volume=100 browser_lastpath=C:\Games\ScummVM\Touche Demo\ aspect_ratio=true music_driver=auto lastselectedgame=gob2 native_mt32=false gui_theme=modern subtitles=true fullscreen=false sfx_volume=192 master_volume=255 talkspeed=60 speech_mute=false enable_gs=false multi_midi=false versioninfo=0.10.0svn savepath=C:\Games\ScummVM

[gob2] description=Gobliins 2 (CD) music_volume=192 midi_gain=100 speech_volume=192 path=C:\Games\ScummVM\Gobliins 2\ aspect_ratio=false music_driver=auto native_mt32=false subtitles=false gameid=gob2 fullscreen=false sfx_volume=192 talkspeed=60 speech_mute=false enable_gs=false multi_midi=false

Ticket imported from: #1621086. Ticket imported from: bugs/2959.

Attachments (2)

gobwalking.wav (31.3 KB ) - added by SF/adamhearn 18 years ago.
Goblin walking sound emitted by SCUMMVM
walk.mp3 (11.7 KB ) - added by DrMcCoy 17 years ago.
Walking sound

Download all attachments as: .zip

Change History (26)

by SF/adamhearn, 18 years ago

Attachment: gobwalking.wav added

Goblin walking sound emitted by SCUMMVM

comment:1 by sev-, 18 years ago

Summary: Incorrect sound for goblins walking (beep played instead)GOB2: Incorrect sound for goblins walking

comment:2 by sev-, 18 years ago

Owner: set to DrMcCoy

comment:3 by DrMcCoy, 18 years ago

Well, that low frequency beep /is/ the walking sound, just not exactly correct, i.e. yet another still existing sound glitch.

comment:4 by DrMcCoy, 17 years ago

Could you try again with the latest SVN version / next daily build? It should sound more correct now...

comment:5 by SF/adamhearn, 17 years ago

Tested with SVN 8th Feb 2007 20:29:29 Other configuration as before.

I no longer get any sound when the goblins are walking. Also, very occasionally I get the dull beep as before.

comment:6 by fingolfin, 17 years ago

Priority: normallow

comment:7 by bluegr, 17 years ago

I get the same as adamhearn Can't hear any sound and I occasionally get that dull beep

comment:8 by bluegr, 17 years ago

I get the same as adamhearn Can't hear any sound and I occasionally get that dull beep

comment:9 by bluegr, 17 years ago

I get the same as adamhearn Can't hear any sound and I occasionally get that dull beep

comment:10 by bluegr, 17 years ago

I get the same as adamhearn Can't hear any sound and I occasionally get that dull beep

comment:11 by bluegr, 17 years ago

I get the same as adamhearn Can't hear any sound and I occasionally get that dull beep

comment:12 by sev-, 17 years ago

thebluegr, please, close your tab in firefox with this item :) On each restart you post same message

comment:13 by bluegr, 17 years ago

oops :(

by DrMcCoy, 17 years ago

Attachment: walk.mp3 added

Walking sound

comment:14 by DrMcCoy, 17 years ago

To clarify, I've attached a mp3-file to show how it sounds for me now in ScummVM (and it sounds like that in dosbox, too, so that should be correct, I think). Is that what you hear as well? File Added: walk.mp3

comment:15 by SF/adamhearn, 17 years ago

I don't hear that - which is as you say what it should sound like! I tried with and without CD (renaming Track1.ogg to be sure). I get no footstep sounds and the occasional 'beep' as per originally logged.

Tested against ScummVM version: Using configuration file: C:\Documents and Settings\adam\Application Data\ScummV M\scummvm.ini ScummVM 0.10.0svn (Feb 13 2007 00:03:03) Features compiled in: Vorbis FLAC MP3 zLib MPEG2

comment:16 by sev-, 17 years ago

Here I also have exactly same effect as recorded in walking.wav. I.e. occasional beeps. FreeBSD 6.2 x86 SDL, latest SVN.

comment:17 by sev-, 17 years ago

Just a though: perhaps there is some variable not initialized properly?

comment:18 by Kirben, 17 years ago

I tried the Gobliins 2 CD (1.02 version) under current ScummVM SVN with Valgrind, but no errors are reported when walking the characters around the first scene.

comment:19 by DrMcCoy, 17 years ago

Could you try again with the latest SVN version / next daily build?

comment:20 by eriktorbjorn, 17 years ago

I think the problem is that Gobliins 2 produces walking sounds by calling speakerOn() with duration -1 (beep indefinitely) and then almost immediately speakerOff(). ScummVM doesn't generate samples immediately, it's done by a callback that's called whenever the mixer decides that it wants more samples. By the time that happens, ScummVM will either see "don't generate any samples" or "generates samples indefinitely".

To get this to work properly, we'd probably need to buffer the speakerOn/Off calls, with time stamps, but that could be tricky if we allow pausing the game. (Do we?)

comment:21 by DrMcCoy, 17 years ago

> I think the problem is that Gobliins 2 produces walking sounds by calling > speakerOn() with duration -1 (beep indefinitely) and then almost > immediately speakerOff().

Yes, that's what I figured. My last change should work around it a bit. But it still depends too much on timing, so I just now changed it again, this time exploiting the fact that o1_keyFunc is used to produce the delay between the speakerOn() and speakerOff() calls.

So, please try again with the latest SVN version / next daily build.

comment:22 by sev-, 17 years ago

Yes, this fixed it at least for me.

comment:23 by bluegr, 17 years ago

The latest change has fixed this glitch for me too I think this could be safely closed now :)

comment:24 by sev-, 17 years ago

Resolution: fixed
Status: newclosed
Note: See TracTickets for help on using tickets.