Monkey Island 2 Digitized Sound

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MultipleAngles
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Monkey Island 2 Digitized Sound

Post by MultipleAngles »

Hi! I hope this topic wasn't brought up too often here - I searched everywhere for it.

Anyway, does anyone know how I can play Monkey Island 2 using digitized sounds? I'm pretty sure they existed: I recall the fire crackling in the campfire site at the beginning, and Largo really saying "ptooey" when he spat his drink in the bar. It's even mentioned in the wiki http://wiki.scummvm.org/index.php/SCUMM ... zed_Sounds I've been trying every possible config in ScummVM to get these sounds, I've even tried Dosbox, but neither seem to work. All I ever get is the synthesized version of the SFX.

For technical purposes, I'm using a Compaq Presario C700. Thanks in advance for your help!
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Mataku
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Post by Mataku »

I think only the FMTOWNS version of the game had those. Could be wrong tho.
MultipleAngles
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Post by MultipleAngles »

Based on the difficulty I'm having finding anything on it, I'm beginning to feel the same way. But I remember these sound effects very clearly, and I've owned only IBM PC versions of the game (floppies then the Monkey Madness CDs). The only other related topic I found through google was someone recalling Largo yelping when [spoiler!] you strike his voodoo doll, which I also remember.
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Red_Breast
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Post by Red_Breast »

Over the years on many different web sites I've read about the FM towns versions.
The Zak differences are well documented. Apparently Indy 3 Last Crusade uses CDDA and Loom has some differences.
But I've never heard of any differences in Monkey2.
Maybe ask in the Mojo forum.
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clone2727
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Post by clone2727 »

Red_Breast wrote:Apparently Indy 3 Last Crusade uses CDDA
Only the FM-Towns version uses CDDA.
paul0272
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Post by paul0272 »

I think the Amiga version of MI2 had digitised sound effects. I'm sure I recall a series of all-too-realistic noises during the spitting contest! I had an Amiga when MI2 came out, so that's the version I would have played.
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LogicDeLuxe
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Post by LogicDeLuxe »

There are only a few digitized sounds in MI2. The fire crackling is not among them. And I don't think that you even can disable them in ScummVM, so don't worry. If you do hear anything at all, they will most likely work, too.
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eriktorbjorn
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Re: Monkey Island 2 Digitized Sound

Post by eriktorbjorn »

MultipleAngles wrote: Anyway, does anyone know how I can play Monkey Island 2 using digitized sounds? I'm pretty sure they existed: I recall the fire crackling in the campfire site at the beginning, and Largo really saying "ptooey" when he spat his drink in the bar.
I only know about the DOS version of the game, but...

There is a crackling sound effect for the fire, but it's an AdLib effect, not digitized. It's hard for me to make out, though. (Might be easier with headphones, I haven't tried.) The only way I could hear it clearly was to:

1) Select a native MIDI driver for the music, e.g. ALSA or Windows MIDI.
2) Set the MIDI volume (in the operating system's mixer settings, not ScummVM's) to 0.
3) Make sure that the Mixed AdLib/MIDI mode setting is enabled in ScummVM, on the MIDI tab.

The sound effects of Largo and the bartender spitting are digitized sounds. (Just not very good ones, if you ask me. I'm not sure what digitized sound effects there are in the game, but the ones I know of are:

1) Largo's yelps when using the voodoo doll.
2) Many of the sounds at the spitting competition.

ScummVM will play them. In fact, as LogicDeLuxe points out, I don't know of any way to disable them without modifying the ScummVM source code.
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LogicDeLuxe
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Re: Monkey Island 2 Digitized Sound

Post by LogicDeLuxe »

eriktorbjorn wrote:but the ones I know of are:

1) Largo's yelps when using the voodoo doll.
2) Many of the sounds at the spitting competition.
And very notably Phatt's burp after he ate the flies along with his tube food.

The Amiga version is a poorly done port (unlike MI1). It is missing many tunes and sound effects. While technically, the Amiga has indeed more digitized sounds, those are mostly lofi instruments for the music because it has no synthesizer. At least, they are multi-sampled and still sound better then Adlib, imho. The only actual sfx are opening and closing doors and other things, iIrc. And it doesn't even sound like anything I could recognize.
MultipleAngles
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Post by MultipleAngles »

LogicDeLuxe wrote: And I don't think that you even can disable them in ScummVM, so don't worry. If you do hear anything at all, they will most likely work, too.
Actually, my problem is that I can't even enable these digitized sounds, I'm always left with sythesized midi sound effects.

I'm so confused, I'm beginning to wonder if my nostalgia is getting the best of me :shock: :lol: I even recall the carpenter having better sound effects when he's working (like you can actually hear him sawing the wood)

Is it possible that the version I'm using now, the Monkey Island Madness CD version, doesn't have these digitized samples included?

Oh, and I forgot to say I'm able to get digitized sounds from other games like Fate of Atlantis and Day of the Tentacle
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LogicDeLuxe
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Post by LogicDeLuxe »

MultipleAngles wrote:I'm so confused, I'm beginning to wonder if my nostalgia is getting the best of me :shock: :lol: I even recall the carpenter having better sound effects when he's working (like you can actually hear him sawing the wood)
Not really. The Adlib hammer is the only sound he has.
Is it possible that the version I'm using now, the Monkey Island Madness CD version, doesn't have these digitized samples included?
All PC versions use the exact same resources. There are really just a few sounds digitized. Probably only those listed above.
Oh, and I forgot to say I'm able to get digitized sounds from other games like Fate of Atlantis and Day of the Tentacle
LucasArts clearly improved over the years. FOA floppy (came right after MI2) has no sampled SFX at all. The CD version came a bit later, and not only they added voice acting, but also all those SFX.
In DOTT, they finally increased the audio quality to a reasonable sample rate (for a Soundblaster game that is), while FOA was only 11025 Hz for no technical reason. Some other adventure games at the time did the same bad thing (Simon 2, Amazon Queen, BASS).
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Red_Breast
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Post by Red_Breast »

clone2727 wrote:
Red_Breast wrote:Apparently Indy 3 Last Crusade uses CDDA
Only the FM-Towns version uses CDDA.
That's what I meant and re-reading my post I don't think I'd change it. I was talking about the FM differences generally.
English never was my strong point at school though.
MultipleAngles
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Post by MultipleAngles »

Ok I think I'm ready to concede that I was a victim of nostalgia and not having replayed the game on a regular basis (like a good fan should ;)) Thanks for the help, guys. Sorry for the bother
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