Opened 16 years ago

Closed 16 years ago

Last modified 12 months ago

#8257 closed patch

Adlib music and sfx patch

Reported by: Kirben Owned by: SF/hoenicke
Priority: normal Component: Engine: SCUMM
Keywords: Cc:
Game:

Description

The is a combination of a work in progress adlib sound
effects patch and indy3ega/loom adlib music patch,
which were both created by hoenicke.
This is only offered due to requests and unsupported, so
use at your own risk!

Adds adlib sound effects for:
indy3
monkeyega
monkeyvga
pass

Adds adlib music and sound effects for:
indy3ega
loom (ega)

Some known issues:
-many sound effects are very quiet
-no music looping
-loom (ega) sound effects don't sound right
-indy3ega copy protection causes high pitched sound

Ticket imported from: #770862. Ticket imported from: patches/362.

Attachments (1)

adlib-sfx.diff (26.5 KB ) - added by SF/hoenicke 16 years ago.
Patch against 12.08 CVS with working distaff tunes

Download all attachments as: .zip

Change History (11)

comment:1 by SF/hoenicke, 16 years ago

I have attached a new version, that should fix the quiet issue.

comment:2 by SF/dfabulich, 16 years ago

Has this patch been applied to the main branch? (i.e. if I
download a nightly, will it include this change?) Is the
plan to apply this patch (or something like it) post 0.5?

comment:3 by SF/lord_nightmare, 16 years ago

Due to the wrong instruments playing in the intro of
loom(ega), I'm taking a guess: the instruments 'stack up' in
the 8 slots.
Log of stdout from scummvm, latest anoncvs with adlib patch
applied:
WARNING: Sound 22 has 1 instruments, expected 8!
...
WARNING: Sound 25 has 7 instruments, expected 8!
WARNING: [08] No instrument specified!
What I *think* is happening here is that on the copyprotect
screen,(sound 22) the first instrument is used either in
slot 1 only or mirrored in all slots, 1-8, and the
'instruments loaded' counter or whatnot is set to 1. Then,
later, when the REAL intro starts,(sound 25) the other 7
slots are filled, but slot 1 is left alone. this 'merging'
behavior is also obvious when atropos uses his distaff to
turn hetchel into a cygnet: the song which plays then is the
exact same song as is played when the copyprotect screen
finishes, but with fewer instruments (note that the song
plays in scummvm with too many instruments at this point, it
should only have 1 track, as the real interpreter does)

Lord Nightmare

comment:4 by SF/hoenicke, 16 years ago

I have looked how the channel2instrument mapping is done and fixed
that issue. I think the intro sound is much better now.

comment:5 by Kirben, 16 years ago

Any idea what is causing those hanging tones from sound
effects sometimes ?
The ding in indy3ega copy protection that continues
The sound effect from librarian in Venice that continues a bit
when you go outside

comment:6 by Kirben, 16 years ago

I just added the adlib music improvements part for
indy3/monkeyega/monkeyvga to ScummVM cvs.
I left out adlib sfx specific code and adlib support for
indy3ega/loom (ega) is still disabled.

by SF/hoenicke, 16 years ago

Attachment: adlib-sfx.diff added

Patch against 12.08 CVS with working distaff tunes

comment:7 by SF/hoenicke, 16 years ago

Here is yet another adlib patch. This time the distaff
tones should sound right and other sfx were improved.

If you have a sound that is wrong, please report.

comment:8 by Kirben, 16 years ago

The hung note/tone problem with adlib sfx no longer occurs.
The current patch has been added to ScummVM cvs.

Some sound effects, like the diststaff in loom (ega) sound
slightly longer than in original games.

Also still need to add extra function somewhere which is set
when new music track is loaded and checked in
scumm/sound.cpp. To make the fixme for monkeyega/vga in
sound/cpp work correctly again.

comment:9 by Kirben, 16 years ago

Status: newclosed

comment:10 by digitall, 12 months ago

Component: Engine: SCUMM
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