Legend of Kyrandia enhanced audio
Moderator: ScummVM Team
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.
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.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.
http://sourceforge.net/tracker/?group_i ... tid=418822
That's standard procedure for all patches
Thanks
Wrong URL http://pix.www.idnet.com/lok.patchPix2 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.
I've rebuilt with your latest patch, awesome work. Hope others join in to do this for other games as well.
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
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.
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.
Perhaps it would be a good idea to add an option in the sound options to use or not digital tracks.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.
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.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 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.
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.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.
One word. Awesome! Hope you will shareInstead, 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.
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.
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.
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.
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.