Opened 21 years ago

Closed 21 years ago

Last modified 5 years ago

#8257 closed patch

Adlib music and sfx patch

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


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 21 years ago.
Patch against 12.08 CVS with working distaff tunes

Download all attachments as: .zip

Change History (11)

comment:1 by SF/hoenicke, 21 years ago

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

comment:2 by SF/dfabulich, 21 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, 21 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, 21 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, 21 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, 21 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, 21 years ago

Attachment: adlib-sfx.diff added

Patch against 12.08 CVS with working distaff tunes

comment:7 by SF/hoenicke, 21 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, 21 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, 21 years ago

Status: newclosed

comment:10 by digitall, 5 years ago

Component: Engine: SCUMM
Note: See TracTickets for help on using tickets.