Opened 10 years ago

Last modified 2 years ago

#4391 new defect

COMI: No digital iMUSE fades

Reported by: SF/mataku Owned by:
Priority: normal Component: Engine: SCUMM
Keywords: Cc:
Game: Monkey Island 3

Description

using version 1.0.0svn42358 (also applies for stable 0.13.1)
MI3, english windows version.
During the entire game, the fading effect of Imuse seems to not work at all. When transitioning between music segments, it seems like the music it's roughly cut and changed. It is most apparent during the "pirate song" section of the game, where in the original interpreter, The Imuse system supposed to fade out, change location in the song, and fade all in a few milliseconds, thus making the cut seem seamless. In Scummvm, however, it sounds like an abrupt cut in the song. If you wait a while before choosing a response in the song, the pirates will repeat part of the chorus, and you will hear how abrupt it sounds. just for comparison , here's a Youtube video of how it is with the original (song start at about 2:47): http://www.youtube.com/watch?v=1-9my0tsutw

Added saved game during pirate song.

Ticket imported from: #2820023. Ticket imported from: bugs/4391.

Attachments (1)

comi.s09 (81.9 KB) - added by SF/mataku 10 years ago.
a few seconds before the pirates repeat part of the chorus in the song.

Download all attachments as: .zip

Change History (9)

Changed 10 years ago by SF/mataku

Attachment: comi.s09 added

a few seconds before the pirates repeat part of the chorus in the song.

comment:1 Changed 10 years ago by sev-

Pawel, could you, please, take a look into it before the release?

comment:2 Changed 10 years ago by sev-

Owner: set to aquadran
Priority: normalhigh

comment:3 Changed 10 years ago by sev-

Summary: No Imuse fades in CMICOMI: No Imuse fades

comment:4 Changed 10 years ago by sev-

Summary: COMI: No Imuse fadesCOMI: No digital iMUSE fades

comment:5 Changed 9 years ago by aquadran

i don't agree, fading effects actually works, but due internal delays and low frequently imuse callbacks, result is not very well hearable. I don't see simple solution by fixing this. I'm suspending this bug report for later time.

comment:6 Changed 9 years ago by aquadran

Priority: highnormal

comment:7 Changed 9 years ago by aquadran

Owner: aquadran deleted

comment:8 Changed 2 years ago by AndywinXp

I might add: in the original interpreter there is a fade out of the old cue and a fade in of the new cue. Only the former is implemented in ScummVM, apparently by making a copy of the the old cue in memory, stopping the real one, and making the copy start from the "breakpoint" of the original, fading out in the meanwhile. Also the new cue is loaded in place of the old one, and eventually played from the breakpoint of the old one.

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