Discworld II music?

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pncFreak
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Post by pncFreak »

DrMcCoy wrote:however you do that on this port
Well I don't know either. My scummvm.ini is posted above, and I didn't find any place to set the debugflag music.

So I tried to modify the exe-link, adding -d3 to the start parameters like this:
71#"\Lagringskort\Programfiler\ScummVM_ARM_STATIC_2009_02_23\ScummVM2.exe" -d3

but this produced the same output in scummvm_stderr.txt and scummvm_stdout.txt as the previous log documents.
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DrMcCoy
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Post by DrMcCoy »

Well, the command line argument for the music debugflag is --debugflags=music
Lostech
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Post by Lostech »

DrMcCoy wrote:No, it isn't. .mus files are much simpler, they use an 8bit ADPCM codec (readBufferTinsel8() in sound/adpcm.cpp). The decoding doesn't depend on any external library.
OK, in that case the migration from Tremor to Tremolo is not the cause of the problem. That would have been the only system relevant change in comparision to older builds like 0.12.0 I´m aware of.
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pncFreak
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Post by pncFreak »

Lostech wrote:OK, in that case the migration from Tremor to Tremolo is not the cause of the problem. That would have been the only system relevant change in comparision to older builds like 0.12.0 I´m aware of.
Bummer, then the problem might be of a more ephemeric sort.
DrMcCoy wrote:Well, the command line argument for the music debugflag is --debugflags=music
Thank you. That did the trick.

The scummvm_stdout.txt reports:

User picked target 'dw2-gb' (gameid 'tinsel')...
Looking for a plugin supporting this gameid... Tinsel Engine
Starting 'Tinsel engine game'
Starting detection in dir '\Lagringskort\Programfiler\Scummgames\DW2\'
+ dw2.scn
> 'dw2.scn': 'c6d15ce9720a9d8fef06e6582dcf3f34'
+ english1.smp
> 'english1.smp': '009de30f6510e545ad69c8bcb088e713'
Matched file: dw2.scn
Matched file: english1.smp
Found game: dw2 (CD DOS/English (GB)) (10)
... new best match, removing all previous candidates
Running Discworld 2: Missing Presumed ...!? (CD/DOS/English (GB))
Sound opened OK, mixing at 11025 Hz
Opening hashed: THEMERC
Opening hashed: english1.txt
Opening hashed: english1.idx
Opening hashed: english1.smp
Opening hashed: index
Opening hashed: dw2.scn
Opening hashed: objects.scn
Opening hashed: gdata
Opening hashed: rw10.scn
Opening hashed: rw09.scn
Opening hashed: rw08.scn
Opening hashed: rw07.scn
Opening hashed: rw06.scn
Opening hashed: rw05.scn
Opening hashed: rw04.scn
Opening hashed: rw03.scn
Opening hashed: rw02.scn
Opening hashed: rw01.scn
Opening hashed: lug10.scn
Opening hashed: lug09.scn
Opening hashed: lug08.scn
Opening hashed: lug07.scn
Opening hashed: lug06.scn
Opening hashed: lug05.scn
Opening hashed: lug04.scn
Opening hashed: lug03.scn
Opening hashed: lug02.scn
Opening hashed: lug01.scn
Lost mouse focus.
Opening hashed: shades.scn
Setting music scene details: shades.mus
restoreThatTune
Opening hashed: ankh.scn
Setting music scene details: ankh.mus
Playing PCM music ankh.mus, index 0
Opening hashed: ankh.mus
Fading out music...
Opening hashed: fools.scn
Setting music scene details: fools.mus
Playing PCM music fools.mus, index 0
Opening hashed: fools.mus
Key down D81 unknown key
Key up D81 unknown key
Opening hashed: fools.cdp
Key down 11A softkey A
Key up 11A softkey A
Key down 11A softkey A
Key up 11A softkey A


It seems like the music is playing:
Setting music scene details: ankh.mus
Playing PCM music ankh.mus, index 0
Fading out music...
Setting music scene details: fools.mus
Opening hashed: fools.mus

But to no avail...

I tried The Curse of Monkey Island with the other exe-file and the music in the "select difficulty" splash screen plays fine.
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md5
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Post by md5 »

Hm

(this goes mainly to DrMcCoy)

There were 2 commits concerning endianness on the ADPCM decoder - commit #36215 and #39465. #39465 partially reverted #36215, but not in all places. Perhaps that is related somehow?
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md5
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Post by md5 »

pncFreak: do the sound effects and speech work?
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pncFreak
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Post by pncFreak »

md5 wrote:pncFreak: do the sound effects and speech work?
Yes, in-game it works fine.
Eric Idle is chatting away as Rincewind, and the sound-effects are audible too.

I had some noise on the sound and stuttering in the intro videos, but I ascribed that to the tiny brain (read: CPU) on my device, and once the game started the soundFX and speech was up and running.
Last edited by pncFreak on Thu Mar 19, 2009 8:40 pm, edited 1 time in total.
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md5
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Post by md5 »

Out of curiosity, did you try changing the music volume from the game's options?
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DrMcCoy
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Post by DrMcCoy »

If it's not the volume: I've just added a few more music debug messages, so could try a new build and attach the debug output to the bug report?
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pncFreak
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Post by pncFreak »

md5 wrote:Out of curiosity, did you try changing the music volume from the game's options?
Yes to no avail.

In-game volume tweaking doesn't give any audible music.
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pncFreak
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Post by pncFreak »

DrMcCoy wrote:If it's not the volume: I've just added a few more music debug messages, so could try a new build and attach the debug output to the bug report?
Yes, I will happily try a new build with enhanced debug output.

Only trouble is: someone else wil have to build it for me, Lostech or Knakos or someone that know how to compile/build the WinCE port, because I don't know how to do this myself.

So, a downloadable build with enhanced debug output anyone?
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Post by Lostech »

I will compile a new SVN build today. The only problem could be where to upload it. But we will see.
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pncFreak
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Post by pncFreak »

Lostech wrote:I will compile a new SVN build today.

Splendid, I'm looking forward to it.
Lostech wrote:The only problem could be where to upload it. But we will see.
Let us hope Anotherguest or someone else can host the new build.
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Post by Exolon »

pncFreak wrote:Let us hope Anotherguest or someone else can host the new build.
Check your pm's ;-)
Lostech
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Post by Lostech »

OK, here is the build. Since this is just intended for the sound debugging test I think the RS link (which means 10 available downloads) should do it at the moment:
http://rapidshare.com/files/211343287/S ... 0.ZIP.html
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