Opened 21 years ago

Closed 21 years ago

Last modified 21 years ago

#998 closed defect (invalid)

MI2: Metronome ticking on JoJo's piano isn't heard.

Reported by: SF/quoth Owned by: SF/jamieson630
Priority: low Component: Engine: SCUMM
Version: Keywords:
Cc: Game: Monkey Island 2


Activating the metronome on the piano [Push/Use] in the Scabb Island bar (where you get a job) does not start the usual ticking sound effect.

Version: Win32 CVS - July 11/12

Ticket imported from: #770105. Ticket imported from: bugs/998.

Change History (12)

comment:1 by fingolfin, 21 years ago

Owner: set to SF/jamieson630
Summary: Metronome ticking on JoJo's piano isn't heard.MI2: Metronome ticking on JoJo's piano isn't heard.

comment:2 by SF/quoth, 21 years ago

Owner: SF/jamieson630 removed
Priority: normallow

comment:3 by SF/jamieson630, 21 years ago

Hardward platform? Operating system? Command line options or config options used?

comment:4 by SF/quoth, 21 years ago

P3 800MHz, GeForce 3 Ti500, Intel onboard SPU. Windows XP SP1 Fullscreen, advmame3x.

I started it by opening the ScummVM GUI, adding the game (E:\MONKEY2\), and going to 'Start'. Also happens with the July 13th build. No other noticeable sound issues. Need a savegame?

comment:5 by SF/jamieson630, 21 years ago

No, I don't think a savegame will be necessary. It sounds like MI2 is probably running using a native Windows MIDI driver. Since the SFX are Adlib-only, they don't play under a native driver. This is not a bug.

Two options. First, run with the -eadlib command line option to use Adlib music and SFX. Alternatively, run with the -- multi-midi command line option to enable simultaneous Adlib and native driver support. (If you prefer the GUI to set things up, you can set up Adlib use in the Options window, and you can enable multi-midi after starting the game by pressing Ctrl+D to bring up the debugger and enter "imuse_multimidi on".

comment:6 by SF/jamieson630, 21 years ago

Owner: set to SF/jamieson630

comment:7 by SF/jamieson630, 21 years ago

Resolution: invalid
Status: newclosed

comment:8 by SF/jamieson630, 21 years ago

Since no response has been posted, I will assume that the instructions that were given addressed the issue, and that this bug report is invalid.

comment:9 by SF/quoth, 21 years ago

I also assumed this, and ended up trying the instructions but to no avail. I seem to get other (digitised?) SFX fine, the spitting and cleaning of the bartender for instance (is that one, what else should/shouldn't I be able to hear?). Selecting Adlib under the options doesn't save the option and always goes back to "Default" (Which I thought was Adlib anyway?). So I added this line under [monkey2]: "music_driver=adlib". This didn't change anything for me in the game, So I then proceeded to Ctrl+D and "imuse_multimidi on", this also didn't change anything, the metronome was still not ticking. So I cut that line from [monkey2] and put it under [scummvm], same result- multimidi or not. Also the 'savepath' doesn't save either.

comment:10 by SF/jamieson630, 21 years ago

At what point are you trying to activate the metronome? When JoJo's playing the piano (and after you've hypnotized him)? Or at the beginning of the game when Largo still runs the place?

In the first scenario, I'm hearing the metronome just fine using -ewindows and --multi-midi. In the second scenario, you're not SUPPOSED to hear the metronome. This is true even in the original LEC distro. In other words, the game isn't even trying to play a sound effect at that point. The ONLY time it tries to play a metronome sound effect is once JoJo's at the piano (and after you've removed him).

comment:11 by SF/quoth, 21 years ago

At the very beginning just after Largo. I swore I heard the metronome before I even knew about JoJo though, I was stuck on Scabb Island for so long (the first time I played it). At any rate if it didn't play in the original, which would be a bug, why not fix it? Do you want to keep the original bugs intact? Even one so inconsequential?

comment:12 by SF/jamieson630, 21 years ago

It is NOT a bug, and it is NOT inconsequential to change. Cueing a sound effect that doesn't play in the original game requires modifications to the game scripts, i.e. the game's data files -- and since people don't run MI2 with modified data files, that would mean hard-coding scripts into ScummVM, which we will not do. The only things we improve upon over the original distros are things we can do without tampering with the original data files (such as the various 2x/3x graphics scalers). A very good example of this is the simultaneous Adlib/native MIDI driver support in ScummVM. The original distros did not allow you to hear the Adlib sound effects *at all* if you chose to play GM/MT32 music.

I think that about answers the question. It's not in the original, it's not a bug that's not in the original, and it won't be in ScummVM. Enjoy the metronome once you've chartered a ship and returned to Scabb Island later.

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