Opened 16 years ago

Closed 16 years ago

Last modified 16 years ago

#3850 closed defect (fixed)

WINCE / GOB3: Music distortion

Reported by: SF/noelemahc Owned by: SF/knakos
Priority: normal Component: Engine: Gob
Version: Keywords:
Cc: Game: Goblins 3

Description

Using the latest stable build for WinCE ARM (0.11.1). Running the English floppy version (title screen says Goblins 3, ScummVM identifies it as GB build - Goblins Quest that is, I'm slightly confused about this) of the game. Running on ASUS P750 with Windows Mobile 6.1 installed.

The music on the second screen (automatic savegame name IDOL) for several instruments, when their cues come up, a short distorted sound is played when they begin to sound. Can provide audio recording of the exact occurence if necessary.

The aforementioned issue does not appear on the same build version (that's 0.11.1 for future reference) for Symbian UIQ3, PSP or Win32. I do not have access to other devices running the same OS (WinCE) to test if this is a device-spefic or build-specific problem.

Not a show-stopper bug, but it does detract from the experience and can possibly damage the hearing of someone playing the game wearing headphones.

Ticket imported from: #2038992. Ticket imported from: bugs/3850.

Change History (8)

comment:1 by SF/noelemahc, 16 years ago

Summary: WinCE - Music distortionGOB3: WinCE - Music distortion

comment:2 by fingolfin, 16 years ago

Please advice: What music output device have you selected in the ScummVM music/midi options?

comment:3 by fingolfin, 16 years ago

Owner: set to SF/knakos
Summary: GOB3: WinCE - Music distortionWINCE / GOB3: Music distortion

comment:4 by DrMcCoy, 16 years ago

Fingolfin: That shouldn't matter since the Gob engine uses the OPL directly and only respects the "null" option as a valid alternative (in which case it doesn't even initializes the Adlib classes).

So it's a endian-, sign- or length-issue in either the Gob engine's ADL-parser or our Adlib emulator.

comment:5 by fingolfin, 16 years ago

Thanks for clarifying :).

comment:6 by SF/noelemahc, 16 years ago

Addendum: A similar distortion, albeit a much quieter one, occurs on the music track belonging to the DRAGON level (where Blount grows into a giant and has to deal with a forgetful dragon); also, virtually none of the instruments on the FORTRESS level (where Blount gazes at Wynnona through Karin's crystal ball sword thingy) sound like they do in the original DOS version. I have not gone this far through the game in the Win32 build of ScummVM, but the UIQ3 build did not exhibit either problem.

comment:7 by SF/knakos, 16 years ago

fixed in commits 33829,-30. The channel volumes were maxed out, hence the distorion.

Thank you for reporting.

comment:8 by SF/knakos, 16 years ago

Resolution: fixed
Status: newclosed
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