#6822 closed defect (fixed)
AGOS: Elvira 1 - Amiga music issue
Reported by: | SF/slowtide | Owned by: | Kirben |
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Priority: | normal | Component: | Engine: AGOS |
Version: | Keywords: | ||
Cc: | Game: | Elvira 1 |
Description
I have just noticed an issue with the music in the amiga version of Elvira 1.
It seems that the arpeggio effect used in the MOD-Soundtrack of this game has not been implemented correctly in scummvm. While only a minor issue, it might also affect other games that use MOD-tracker soundtracks.
This can be noticed particularly in the track "catacombs.mod" which is used right at the beginning of the game, when the player takes one step towards the castle.
This youtube video gives a hint on how it's supposed to sound: https://www.youtube.com/watch?v=FuDzQLx4wP4 The effect can be heard in in 0:24 e.g.
ScummVM version - 1.7.0 Language of game - English Version of game - Amiga Platform and Compiler - Windows 7, 64 bit
Ticket imported from: bugs/6822.
Attachments (1)
Change History (5)
comment:1 by , 10 years ago
Summary: | Elvira 1 - Amiga music issue → AGOS: Elvira 1 - Amiga music issue |
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by , 10 years ago
Attachment: | elvira-arpeggio.patch added |
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comment:2 by , 10 years ago
comment:3 by , 10 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
comment:4 by , 10 years ago
Fixed in ScummVM GiT, thanks to the patch from madmoose.
Use the next daily snapshot of ScummVM GiT.
I had a quick look-see through (what appears to be) DrMcCoy's implementation of arpeggio, and it looks like it expects arpeggio only if a note is specified, while the mod expects arpeggio to work on the currently playing note.
I made a quick patch to base the arpeggio on the active note instead, and it sounds a lot better. I haven't studied the arpeggio implementation in detail, though.