Opened 7 years ago
Closed 7 years ago
Last modified 7 years ago
#7076 closed defect (fixed)
LOOM: AdLib sound effect not stopped at Cygna's grave.
|Reported by:||SF/tomexplodes||Owned by:||lordhoto|
I'm having a weird thing in 1.8.0 and the daily snapshot with original, EGA floppy Loom using Adlib sound. When I cast open on Cygna's grave and the horrible rumbling sound happens, it never quite ends, there's a low undertone that plays forever. If I cast the spell again, it doubles. It persists between saving and loading. Obviously I can just avoid doing that, but I'd really like it to stop. I hope that's enough information. Thanks! I included a save right before casting it on the grave and one right after where the sound is still playing (turn up your volume or wear headphones to hear it.)
Ticket imported from: bugs/7076.
Change History (4)
by , 7 years ago
comment:1 by , 7 years ago
comment:2 by , 7 years ago
|Status:||new → closed|
|Summary:||Loom EGA sound issue → LOOM: AdLib sound effect not stopped at Cygna's grave.|
comment:3 by , 7 years ago
Fixed with 70ca4218dfdc1a21682b98fd1ef540f965785c0b in master and ffd993457d30be1194f113d97d17c0d3ae4cb117 in branch-1-8.
Thank you for reporting the issue.
It looks like it calls startSound(11) to start the rumbling, and then stopSound(0). I wonder if that should have a special meaning, or if it's a script bug, or if things happen in the wrong order... or if it's completely unrelated.
 (28) unless (!Var) goto 0095; [009B] (2A) startScript(40,,F); [00A1] (33) ShakeOn(); [00A7] (2E) delay(120); [00AB] (33) ShakeOff(); [00B1] (62) stopScript(40); [00B3] (BC) stopSound(Var); [00B6] (1A) Var = 0; [00BB] (80) breakHere(); [00BC] (14) print(1,[Center(),Text("Maybe I'd better not try that.")]); [00DF] (80) breakHere(); [00E0] (C0) endCutscene(); [00E1] (A0) stopObjectCode();
I think script 40 is responsible for starting sound 11, and it does set Var, but I'm a bit unclear on how these things work together...