Opened 22 years ago

Closed 21 years ago

#465 closed defect (fixed)

ZAK256: Looping ambient sounds ignore start/end loop pos.

Reported by: SF/martingu Owned by: fingolfin
Priority: low Component: Engine: SCUMM
Version: Keywords:
Cc: Game: Zak McKracken

Description

the ambient sounds (eg. sound of fire pit in seattle cave, water in lima, ...) aren't looped. they are only played once.

Error still exists in build Sep16 Win32 and exists in all earlier builds afaik.

Ticket imported from: #609950. Ticket imported from: bugs/465.

Attachments (1)

zak256.s02 (53.0 KB ) - added by Kirben 21 years ago.
Board Plane

Download all attachments as: .zip

Change History (13)

comment:1 by fingolfin, 22 years ago

Looping is not yet implemented, simply because we have not yet figured out how to determine whether to loop a sound or not.

comment:2 by fingolfin, 22 years ago

Priority: normallow

comment:3 by SF/hibernatus, 22 years ago

I have found the looping information. I give offsets from the begining of the SO block. At 0x26 there is the loop start At 0x2A there is the loop end If the loop end is 0, the sound is not meant to be looped. Those are offsets from the begining of the sound (which starts at 0x36).

comment:4 by SF/ender, 21 years ago

Summary: ZAK256: ambient sounds not loopedZak256: Looping ambient sounds ignore start/end loop pos.

comment:5 by SF/ender, 21 years ago

Looping of full sounds is now supported. Partial looping is still unimplemented, and these sounds will loop from beginning to end instead of only looping the specified area of the sample (see Fixme in scumm/sound.cpp)

comment:6 by fingolfin, 21 years ago

Summary: Zak256: Looping ambient sounds ignore start/end loop pos.ZAK256: Looping ambient sounds ignore start/end loop pos.

comment:7 by SF/hibernatus, 21 years ago

update: loop end and loop start are not in bytes, but in "ticks". 1 tick = 1 byte at 11KHz, 1 tick = 2 bytes at 22KHz. wave size is still in bytes.

comment:8 by SF/hibernatus, 21 years ago

er forget my last comment. i jumped on conclusion a bit early :/ sorry.

by Kirben, 21 years ago

Attachment: zak256.s02 added

Board Plane

comment:9 by Kirben, 21 years ago

fingolfin, the first example of partial sfx looping seems to be the plane noise onboard plane. I attached save game in airport, should hear a slight pop at end of each loop.

comment:10 by Kirben, 21 years ago

Owner: set to fingolfin

comment:11 by fingolfin, 21 years ago

Owner: fingolfin removed

comment:12 by Kirben, 21 years ago

Owner: set to fingolfin
Resolution: fixed
Status: newclosed
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