Opened 18 years ago

Closed 18 years ago

#441 closed defect (fixed)

MI2: Largo does not scream

Reported by: SF/logicdeluxe Owned by: SF/chuzwuzza
Priority: normal Component: Engine: SCUMM
Version: Keywords:
Cc: Game: Monkey Island 2


Built on Aug 30 2002 11:48:37 win When you use the voodoo doll in Largo's room, there should be several screams. Other samples are playing fine.

Ticket imported from: #602348. Ticket imported from: bugs/441.

Attachments (1)

monkey2.s02 (40.7 KB ) - added by SF/logicdeluxe 18 years ago.

Download all attachments as: .zip

Change History (8)

by SF/logicdeluxe, 18 years ago

Attachment: monkey2.s02 added

comment:1 by SF/painelf, 18 years ago

Actually, when Guybrush stabs the doll, I get a bit of noise. I think a sound is played, but possibly from a wrong offset?

comment:2 by SF/logicdeluxe, 18 years ago

@painelf I think this noise is that of the needle, not from Largo. I can hear this in the original EXE too, and it is also played with Adlib, therefor definately not part of the sample.

comment:3 by eriktorbjorn, 18 years ago

I'll need to pick the brains of the ScummVM developers before I can submit a proper patch for this, but here's something you could try in the meantime:

(I've only tried this under Linux, but I assume it's the same on other systems, at least as long as you start ScummVM from a command-line.)

Before going into Largo's room, start the debugger by pressing Ctrl-D. You should see something like this on the console:

Debugging mode entered!, please switch to this console for input. Enter h to list all the debug commands debug>

At the debug prompt, type "v 48 5" (without the quotation marks) and press Enter. It should respond with

Var[48] = 5

Resume the game by typing "c" at the debug prompt. Largo's screams should now be sounds instead of text captions. Do they sound correct to you?

To elaborate a bit, variable 48 apparently tells the game what type of soundcard you have, and you need a type 5 soundcard for the game to play these sounds. ScummVM always sets it to 3.

I have no idea what types 3 or 5 really mean, and where else it might make a difference.

comment:4 by SF/logicdeluxe, 18 years ago

With "v 48 5" the screems sound right. Indeed this affects other things as I found one thing: in the bar when the barkeeper spits into the glass the sound is not playing then any more, but it plays when I set "v 48 3" again. Although I think this is a bug in the original scripts as this spit noise also aren't playing with my original EXE and Soundblaster. I just checked this. However, Largo's spit is playing there. So "v 48 5" seems to behave exactly like with Soundblaster output.

comment:5 by eriktorbjorn, 18 years ago

Thanks for testing the other sound effects. The morning was too far gone (and I was too lazy :-) for me to do it myself.

It would be a shame to lose any of the other digitized sound effects, even in cases where they weren't played by the original interpreter. I think I know how to hack in an ugly solution, but I'd like to find out a bit more about how and where MI2 (and other games) test the soundcard variable first...

comment:6 by fingolfin, 18 years ago

Owner: set to SF/chuzwuzza
Resolution: fixed
Status: newclosed

comment:7 by fingolfin, 18 years ago

Fixed in CVS via patch #604384

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