Opened 17 years ago

Closed 16 years ago

Last modified 16 years ago

#949 closed defect (fixed)

FT: different loudnesses in voices

Reported by: SF/logicdeluxe Owned by: aquadran
Priority: normal Component: Engine: SCUMM
Keywords: Cc:
Game: Full Throttle

Description

ScummVM 0.5.0pre-cvs windows Built on Jul 5 2003 21:59:31 In some scenes, spoken text sounds much louder than in others. I am even not able to correct this, when all volume sliders are at the same position. I think this was since FT was supported at all. Just listen through the whole intro. I checked it with several Windows PC's.

Ticket imported from: #766499. Ticket imported from: bugs/949.

Change History (11)

comment:1 by SF/yarrt, 17 years ago

This bug is still present in latest CVS ScummVM 0.5.0pre-cvs (Jul 22 2003 11:48:08) ScummVM 0.5.0pre-cvs (Jul 26 2003 03:28:10)

OS: Windows 2000 (SP4) Dual CPU System. Language: English Soundcard: Sound Blaster Live! (value) Drivers: Creative 5.12.2.252 (24.07.2002)

Sounds like the gain of the sound card is changed while for certain scenes (also the background noise .

This is an excerpt from the debug lvl 3 (-d3) output, while the voice/sound gain changed.

>DEBUG: build-shadow-palettes >loadResource(Script,2) >playSound #533 (room 98) >volumeFade is 0, step is -4 >loadResource(Charset,2) >playSound #533 (room 98) >playSound #533 (room 98) >using wrap workaround for 488 bytes >using wrap workaround for 488 bytes >using wrap workaround for 488 bytes <playSound #533 (room 98) <playSound #533 (room 98) >using wrap workaround for 2888 bytes >using wrap workaround for 2888 bytes >playSound #533 (room 98) >playSound #533 (room 98) >using wrap workaround for 1192 bytes >using wrap workaround for 1192 bytes >playSound #533 (room 98) >playSound #533 (room 98) >using wrap workaround for 3536 bytes >using wrap workaround for 3536 bytes >playSound #533 (room 98) >using wrap workaround for 1840 bytes >using wrap workaround for 1840 bytes >playSound #533 (room 98) >playSound #533 (room 98) >INSANE Arg: 0

There are two other things I noticed: >Mixer full... Trying to not break too much (B)

Should this happen ? I got a lot of those message even though "scummvm" was the only "active" sound playing application (background icq etc.). The first time it happend while the old man in the car was talking to "Rip-burger".

>using wrap workaround for 7616 bytes (also occoured often with different byte values)

comment:2 by SF/yarrt, 17 years ago

The volume level seems to be room depended. In a cut-scene with many room changes (primarily for closeups of the talking characters) the volume level jumps everytime the room/perspective is changed.

comment:3 by aquadran, 16 years ago

Owner: set to aquadran

comment:4 by fingolfin, 16 years ago

What is the status of this item?

comment:5 by SF/yarrt, 16 years ago

Version: ScummVM 0.5.3cvs (Sep 10 2003 13:52:52) OS: Windows 2000 (SP4) Dual CPU System. Language: English Soundcard: Sound Blaster Live! (value) Drivers: Creative 5.12.2.252 (24.07.2002)

The problem still exists on ScummVM (Non-OpenGL). In my opinion sound improved a bit, but there are a few new short blips (which might be caused by a slow pc).

The ScummVM-OpenGL version has no blips, but overall the volume is too low (imho) and most scenes suffer (from unbalanced volume) like the Non-OpenGL version. The game is much quiter than a MP3 played by winamp.

comment:6 by fingolfin, 16 years ago

"blips"? You mean distortion/gaps/stutter/jitter in the sound? Interesting, what kind of machine do you run on?

"Volume is too low" - did you ever play with the volume controls in ScummVM, e.g. setting them up?

Finally, my question also was directed at aquadran: Pawel, any ideas on this one?

comment:7 by SF/yarrt, 16 years ago

hi

Sound level is ok (for me) in the following scene: - Press ESC (to skip the first part of the intro) Shortly after Corley is inside the pub, Rippburger and his thugs talk about what might take Corley so long.

When Malcom Corley (the old grey man) enters the bar saying "Alright who drove over my car ..." the volume is ok .... and while the Rippburger's thugs talk inside the car... Example: "Yeah, maybe they took the old guy out back and worked him with a two-by-four!" ... the volume is ok ... otherwise I have to increase my system volume to hear anything (even though Master and FX volumes are set to 255 (via GUI)).

The blips (=short burst distortion) did not occour a second time, (at least I can not reproduce it now) ... my system was running more than a day perhaps that was the caused of the problem (SB Live Driver/Soundcard :( )... or the 100 MBit Network was busy with copying something else (except
reading the throttle data from disc server).

I also might have used the monster.sog file, as I am not sure which format ScummVM prefers as both the orig. monster.sou and the monster.sog exist in the resource directory.

If you need a log or the state of some variable (e.g. gain/volume level variable) I can provide this information, if I know what you need.

OffTopic: Is the problem with the ScummVM-CD-Reading bug fixed ? I remember something about a bug in the windows api though I am not sure how other ordinary windows/game software would handle reading from a cd differently ? (without the bug)

@Fingolfin: My System is a Windows 2000 SP4 machine with a dual PIII-750, 512 MB RAM, ASUS P2B-DS (Intel BX Chipset) featuring a Creative SB Live (value) card (though those drivers are not perfect in my opinion - but better than their earlier releases).

comment:8 by fingolfin, 16 years ago

ScummVM looks for the sound files in this order (assuming the game target is "ft"): ft.so3 monster.so3 ft.sog monster.sog ft.sou monster.sou

comment:9 by fingolfin, 16 years ago

AFAIK, the "ScummVM-CD-Reading bug" has not yet been fixed by MicroSoft, no. As to how other games do it: I haven never played any other games with an Audio CD track on Windows, so I wouldn't know...

comment:10 by aquadran, 16 years ago

difference between smush audio voices and in game voice are fixed now

comment:11 by aquadran, 16 years ago

Resolution: fixed
Status: newclosed
Note: See TracTickets for help on using tickets.