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 |
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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)
Change History (13)
comment:1 by , 22 years ago
comment:2 by , 22 years ago
Priority: | normal → low |
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comment:3 by , 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 , 21 years ago
Summary: | ZAK256: ambient sounds not looped → Zak256: Looping ambient sounds ignore start/end loop pos. |
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comment:5 by , 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 , 21 years ago
Summary: | Zak256: Looping ambient sounds ignore start/end loop pos. → ZAK256: Looping ambient sounds ignore start/end loop pos. |
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comment:7 by , 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:9 by , 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 , 21 years ago
Owner: | set to |
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comment:11 by , 21 years ago
Owner: | removed |
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comment:12 by , 21 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
Looping is not yet implemented, simply because we have not yet figured out how to determine whether to loop a sound or not.