Opened 12 years ago

Closed 12 years ago

Last modified 17 months ago

#3604 closed defect (fixed)

COMI: Some music stops prematurely

Reported by: eriktorbjorn Owned by: aquadran
Priority: normal Component: Engine: SCUMM
Keywords: Cc:
Game: Monkey Island 3

Description

Latest SVN snapshot English version of the game

There is at least one scene in CoMI where the music stops prematurely, and that's at the very beginning of Part II of the game. Elaine has just turned to stone, and Guybrush says "Oh no! Elaine! She's not going to be happy about this."

At this point, some harp music begins which is supposed to lead into the beach music. Instead, the music stops almost instantly and doesn't come back until you leave the room.

I think this used to work properly before. It may be a regression.

Ticket imported from: #1881415. Ticket imported from: bugs/3604.

Attachments (1)

comi.s70 (67.9 KB ) - added by eriktorbjorn 12 years ago.
Savegame near end of Part I.

Download all attachments as: .zip

Change History (7)

by eriktorbjorn, 12 years ago

Attachment: comi.s70 added

Savegame near end of Part I.

comment:1 by eriktorbjorn, 12 years ago

The music fades down, that's why it stops. But it shouldn't fade down in this case.

comment:2 by eriktorbjorn, 12 years ago

Owner: set to aquadran

comment:3 by eriktorbjorn, 12 years ago

The music scripting appears pretty simple:

[The chapter screen disappears and is replaced by the game scene.] o6_soundKludge(4096, 1201) // ImuseSetState "statePreFort" ["Oh no! Elaine! She's not going to be happy about this."] [The camera pans left.] o6_soundKludge(4096, 4) // ImuseSetState, special case

At first, I thought o6_soundKludge(4096, 4) acted as a sort of trigger event, but that does not appear to be the case. The "statePreFort" music just takes a while to begin, I guess. In revision 30460, stateId 4 caused the function to terminate immediately. This was then changed to act like stateId 0, which is re-mapped to 1000 ("STATE_NULL").

This appears to be what causes the music to fade out. When the command was ignored, the music would continue.

All this may be painfully obvious already. I don't know much about Digital iMUSE. :-)

comment:4 by aquadran, 12 years ago

Resolution: fixed
Status: newclosed

comment:5 by aquadran, 12 years ago

I reverted stateId == 4 to previous ignore action. thanks for point it :)

comment:6 by digitall, 17 months ago

Component: Engine: SCUMM
Game: Monkey Island 3
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