id summary reporter owner description type status priority component version resolution keywords cc game 8051 Sam & Max "phantom" sound fix eriktorbjorn SF/ender "{{{#!Markdown I've taken a closer look at the "phantom" sounds in Sam & Max. It turns out that at least the "Loading Sounds" script will set \_vars\[9\] = 2 before playing the sound, using unkMessage1\(\). Adding a check for this variable seems to kill the phantom sounds. But there's obviously more to this than I've been able to figure out, because the script that plays the Conroy Bumpus song sets \_vars\[9\] = 1 before playing a few sounds. If I change the \_vars\[9\] check to only play sounds when \_vars\[9\] == 0, the animation during Conroy's song works \(much too fast?\), but I only get the MIDI version of the music. I don't know what to make of this, but my guess is that the MIDI version should only be used for timing. It shouldn't be heard. }}} {{{#!div style=""font-size: 75%"" Ticket imported from: !#609791. Ticket imported from: patches/156. }}}" patch closed normal Engine: SCUMM Sam and Max