Opened 9 years ago
Closed 9 years ago
#6892 closed defect (fixed)
SHERLOCK: MT32 problem
Reported by: | SF/mimdoe | Owned by: | dreammaster |
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Priority: | normal | Component: | Engine: Sherlock |
Version: | Keywords: | ||
Cc: | Game: | Sherlock Holmes: Case of the Serrated Scalpel |
Description
If I choose MT32 for music, I do not hear some sounds in intro (like bottle crashing).
Ticket imported from: bugs/6892.
Change History (12)
comment:1 by , 9 years ago
comment:3 by , 9 years ago
Hmm, that's weird. I removed that line from my scummvm.ini and I get sfx now, when running my build. I'm using MT32 emulation. This bug also has happened several times to me personally. Can you please check SFX volume? Also are you using a daily build from today or from some days ago?
comment:4 by , 9 years ago
Build is from Sept 16. SFX is 192. I have real Roland 32 enabled with disabled GM emulation.
comment:5 by , 9 years ago
Can you please post all configuration settings under "[scalpel]" from scummvm.ini?
Also: when you switch to AdLib music, you get sfx? And when you switch back to MT32 it's gone again?
comment:6 by , 9 years ago
I deleted game, installed it again plus reinstalled ScummVM too. Then I changed driver to MT32 in GUI and found speech_mute=true in scummvm.ini which I deleted and speech works. It seems that driver change in GUI always add speech_mute=true into scumm.ini.
comment:7 by , 9 years ago
Owner: | set to |
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Resolution: | → fixed |
Status: | new → closed |
comment:8 by , 9 years ago
Summary: | MT32 problem → SHERLOCK: MT32 problem |
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comment:9 by , 9 years ago
There is still problem in Sep22 build. To replicate: add game - edit game - audio tab - override global audio settings - change music device driver - ok Now speech_mute=true should appear in scummvm.ini - [scalpel]
comment:10 by , 9 years ago
Resolution: | fixed |
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Status: | closed → new |
comment:11 by , 9 years ago
Okay, figured it out. The first game (non 3DO) uses the detection option for "NOSPEECH", because even though technically has it, it's used so sparingly and it's treated indistinguishably from standard digital effects. So when you change the sound settings, it seems the detection flag is kicking in and explicitly marking the speech as mute. The problem was that the SS digital effects were incorrectly checking the speech mute flag rather than the overall mute flag. This hasnow been corrected.
comment:12 by , 9 years ago
Resolution: | → fixed |
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Status: | new → closed |
Can you check, if your scummvm configuration file contains the following line for the sherlock game?
speech_mute=true
If that's the case, just remove it. You should get sfx afterwards. It seems some bug is setting that flag and that's what mutes the sfx. At least it does on my system.