Opened 17 years ago

Closed 17 years ago

Last modified 2 years ago

#8316 closed patch (fixed)

Possible fix for Sam & Max music glitch

Reported by: eriktorbjorn Owned by: SF/ender
Priority: normal Component: Engine: SCUMM
Keywords: Cc:
Game: Sam and Max

Description

I've begun play-testing Sam & Max (talkie version) with a January 27 CVS snapshot, but got side-tracked on the following bug: When Doug tells me about the Ball of Twine, the music goes silent.

This is what the script looks like:

[0D2E] (5D) if (ifClassOfIs(102,[19])) { [0D3B] (AC) soundKludge([14,29,0,1,60,40]) [0D51] (5F) startScriptQuick(45,[102,1,1]) [0D61] (6C) break() [0D62] (AC) soundKludge([14,29,0,1,127,100]) [0D78] (**) }

IMUSE command 14 is the Sam and Max "parameter fade", which is here used to fade down the volume of the Mole Man theme to 60. The US map is shown to reveal the location of the Ball of Twine, and then the Mole Man theme is faded back up. In theory.

Unfortunately it's not able to find player 29. Apparently the US map script does one of those temporary save/restore kind of things, and ScummEngine::loadState() will call _sound->stopAllSounds(), causing the music to stop.

The iMUSE state was not saved (and therefore not restored) because _saveSound is 0 and _saveLoadCompatible is 1. I can only assume that this is deliberate, but it does mean that the music won't be restarted. So in that case we shouldn't call stopAllSounds(). Maybe not stopCD() either, but the CD state is always saved as far as I can see.

Normally I might have simply applied this right away, but since we're getting close to 0.6.0 I'd like some feedback first to make sure I'm not missing anything important.

Ticket imported from: #886058. Ticket imported from: patches/421.

Attachments (2)

samnmax.s20 (17.4 KB ) - added by eriktorbjorn 17 years ago.
Savegame at Doug's place
samnmax.diff (966 bytes ) - added by eriktorbjorn 17 years ago.
Patch against a January 27 CVS snapshot

Download all attachments as: .zip

Change History (12)

by eriktorbjorn, 17 years ago

Attachment: samnmax.s20 added

Savegame at Doug's place

comment:1 by eriktorbjorn, 17 years ago

Summary: Possible fix for Sam & Max music glitchPossible fix for Sam & Max music glitch

by eriktorbjorn, 17 years ago

Attachment: samnmax.diff added

Patch against a January 27 CVS snapshot

comment:2 by fingolfin, 17 years ago

Jamiesons might know more. Of course Jamieson currently isn't "here", but I assign this to him anyway, just in case ... :-)

comment:3 by fingolfin, 17 years ago

Owner: set to SF/jamieson630

comment:4 by eriktorbjorn, 17 years ago

The music also goes quiet at Bumpusville when Bruno tells you the location of the bigfoot party. I assume it's for the same reason, because it didn't happen when I played the scene with the patch applied, but I haven't had the time to investigate any further.

comment:5 by Kirben, 17 years ago

That change is definately right for samnmax, I just checked disasm. Original game only stopped all sounds when reloading save game if _savesound was true.

comment:6 by eriktorbjorn, 17 years ago

What about the _saveLoadCompatible flag? Or is there no corresponding flag in the original?

Speaking of that, why is there a 'compat' parameter to saveState() and loadState()? As far as I can tell, it's always the same as _saveLoadCompatible anyway.

comment:7 by Kirben, 17 years ago

I can't see anything like a _saveLoadCompatible flag in the disasm. of original game.

comment:8 by SF/ender, 17 years ago

Owner: changed from SF/jamieson630 to SF/ender
Resolution: fixed
Status: newclosed

comment:9 by SF/ender, 17 years ago

It makes sense to me, anyway. The only area this particular change could possibly break are temporary state saves, such as some cutscenes in Tentacle and FOA. I didn't notice any regressions in DOTT with this, so it should be fine. Applied.

comment:10 by digitall, 2 years ago

Component: Engine: SCUMM
Game: Sam and Max
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