Legend of Kyrandia enhanced audio

General chat related to ScummVM, adventure gaming, and so on.

Moderator: ScummVM Team

trondah
Posts: 23
Joined: Mon Apr 07, 2008 12:53 pm

Post by trondah »

I'm now enjoying the MT-32 soundtracks on my PSP, thanks! :)

Your patch is included in my latest build which you can find here:

http://chaos.troll.no/~trondare/psp/

Tested with the DOS/CD talkie version.
Pix2
Posts: 100
Joined: Sat Apr 05, 2008 12:02 pm
Contact:

Post by Pix2 »

Thanks for the build. Seems to work ok so far, theres a bit of slowdown loading sfx but nothing too major. Its definitely better than playing with adlib sound.

I've noticed one problem - the game only uses 1 sound effect at a time but seems to try to play non existant ones every now and then which is cutting off any fx still playing. e.g. every time the sea hits the cliff near the start of the game. I've made a minor change so this doesn't happen and the new patch is at :-

http://pix.idnet.com/lok.patch

Let me know if you find anything else.
User avatar
md5
ScummVM Developer
Posts: 2250
Joined: Thu Nov 03, 2005 9:31 pm
Location: Athens, Greece

Post by md5 »

Pix2 wrote:Thanks for the build. Seems to work ok so far, theres a bit of slowdown loading sfx but nothing too major. Its definitely better than playing with adlib sound.

I've noticed one problem - the game only uses 1 sound effect at a time but seems to try to play non existant ones every now and then which is cutting off any fx still playing. e.g. every time the sea hits the cliff near the start of the game. I've made a minor change so this doesn't happen and the new patch is at :-

http://pix.idnet.com/lok.patch

Let me know if you find anything else.
Please, use our Patch tracker for submitting patches, if you wish to have your patch included in ScummVM's code base.
http://sourceforge.net/tracker/?group_i ... tid=418822

That's standard procedure for all patches

Thanks
trondah
Posts: 23
Joined: Mon Apr 07, 2008 12:53 pm

Post by trondah »

Pix2 wrote:Thanks for the build. Seems to work ok so far, theres a bit of slowdown loading sfx but nothing too major. Its definitely better than playing with adlib sound.

I've noticed one problem - the game only uses 1 sound effect at a time but seems to try to play non existant ones every now and then which is cutting off any fx still playing. e.g. every time the sea hits the cliff near the start of the game. I've made a minor change so this doesn't happen and the new patch is at :-

http://pix.idnet.com/lok.patch

Let me know if you find anything else.
Wrong URL :) http://pix.www.idnet.com/lok.patch

I've rebuilt with your latest patch, awesome work. Hope others join in to do this for other games as well.
User avatar
KainXVIII
Posts: 81
Joined: Mon Feb 11, 2008 10:00 pm
Location: Russia

Post by KainXVIII »

can anybody compile latest Windows version of SCUMMVM SVN with latest patch ? =)
User avatar
sev
ScummVM Lead
Posts: 2306
Joined: Wed Sep 21, 2005 1:06 pm
Contact:

Post by sev »

Pix2 wrote:http://pix.idnet.com/lok.patch

Let me know if you find anything else.
The patch looks clean and neat, good work. Only a couple of little nitpicks: lack of SVN keywords, and SoundDigitalMidi::playSoundEffect() magically lost nice formatting, but those are easy to add and fix. I highly recommend to switch to our patch tracker in order to work towards inclusion. It seems that LordHoto, our kyra engine maintainer, doesn't have any objections.

Besides, instead of switching to digital track with use of special driver you could consider "autosensing" presence of the files in game directory. We do that in several other engines which support digital standalone tracks.


Eugene
Pix2
Posts: 100
Joined: Sat Apr 05, 2008 12:02 pm
Contact:

Post by Pix2 »

Thanks sev. I uploaded this to the patch tracker as it was, just before I read your post. I'll have a look at it again tommorrow.

I quite like having the seperate driver since it means you can switch audio if you want without having to delete all the files. I'll do it the other way if required though.

KainXVIII - I'd do you a build but I've no access to my ftp from here. I'll put one back up on the original link tommorow night.
trondah
Posts: 23
Joined: Mon Apr 07, 2008 12:53 pm

Post by trondah »

You could always manually override the sound though, but if you have the files, that probably means you want the soundtrack.

Found a hiccup if you go left to the cliff and look at the water. The speech and animation stops for a bit. Not sure if it's related to your patch or not.
oduverne
Posts: 57
Joined: Sat Apr 15, 2006 4:43 pm

Post by oduverne »

sev wrote:
Besides, instead of switching to digital track with use of special driver you could consider "autosensing" presence of the files in game directory. We do that in several other engines which support digital standalone tracks.
Perhaps it would be a good idea to add an option in the sound options to use or not digital tracks.
trondah
Posts: 23
Joined: Mon Apr 07, 2008 12:53 pm

Post by trondah »

oduverne wrote:Perhaps it would be a good idea to add an option in the sound options to use or not digital tracks.
There is already, the question is whether to auto-detect the files and turn it on automatically or not.
Pix2
Posts: 100
Joined: Sat Apr 05, 2008 12:02 pm
Contact:

Post by Pix2 »

trondah wrote:Found a hiccup if you go left to the cliff and look at the water. The speech and animation stops for a bit. Not sure if it's related to your patch or not.
I've not been able to reproduce this. Easiest way to check if its my patch would be to swap back to adlib and see what happens.

I've played upto the caves without any problems so far. Its a minor thing, but some of the sounds still get cut off when the next starts off if they are played very close together- partly due to a small pause at the start of the ogg, but also the ogg being longer than the original sound with the reverb at the end. I could improve it by using an extra sound channel or two but its really not that noticeable so I'll wait to see if my patch gets approved first.

Instead, I think I'm going to go ahead and add hand of fate support in the meanwhile anyway if only for my own benefit. It won't take that long having done the first game.
trondah
Posts: 23
Joined: Mon Apr 07, 2008 12:53 pm

Post by trondah »

Pix2 wrote:I've not been able to reproduce this. Easiest way to check if its my patch would be to swap back to adlib and see what happens.
This happens only on the PSP, and only with "digital midi". He's supposed to say "That surf looks rough today.", but there's no voice and some of the text gets cut off. There's a slight hang until I click around a bit.
Instead, I think I'm going to go ahead and add hand of fate support in the meanwhile anyway if only for my own benefit. It won't take that long having done the first game.
One word. Awesome! Hope you will share :)
Pix2
Posts: 100
Joined: Sat Apr 05, 2008 12:02 pm
Contact:

Post by Pix2 »

The musics done for hand of fate. Its all recorded from an SC-55 this time rather than an MT-32 as I'm told thats what the music was written on. I've not done the sound effects yet - quite a few are replaced with samples anyway on the CD version so it should play ok.

Link for new windows build is as before. The svn patch is at:-

http://pix.www.idnet.com/kyra.patch

The new set of oggs is at:-

http://pix.www.idnet.com/hofoggs.rar

Its still nearly completely unplaytested - expect the odd track in the wrong place. I'll probably add the sound effects in sometime this weekend.
trondah
Posts: 23
Joined: Mon Apr 07, 2008 12:53 pm

Post by trondah »

Latest PSP build updated with your new patch. Haven't had the time to test it yet though.
Pix2
Posts: 100
Joined: Sat Apr 05, 2008 12:02 pm
Contact:

Post by Pix2 »

I've given it a go and hand of fate is still unstable on PSP with or without the new driver. I can pretty much crash it every time I talk to someone so I'll wait it out before I try to play the game.

I've added in the sound effects now. The bad news is they won't work properly yet either. Theres two complete sets of midi files, one for MT-32 and the other for GM. The MT-32 sounds effects are in a different order and those are the ones its using. As soon as support is added for the general midi effects it should work, hopefully without any code changes. I'm not sure that the midi sound effects are used for much more than picking up and dropping stuff in the CD version so its not a big deal.

I've updated all the files anyway. If the wrong effects are annoying delete all the oggs starting from track90.ogg and that will just leave the music.
Post Reply