Monkey Island 2 - background Midi's overlapping?
Moderator: ScummVM Team
Monkey Island 2 - background Midi's overlapping?
Hello,
First, i would like to thank the SCUMMVM community for this wonderful s/w. I've known SCUMMVM for quite a while but last week in particular was a good week for me and SCUMMVM.
I finished Monkey Island 1 while Mass Effect for the PC stood in the corner (and i didn't play the 360 version...).
If you may, i have an odd question concerning Monkey Island 2.
My version is DOS/English. While playing the game i noticed that there is an underlying sound track that continues to play also when the front music changes.
Its like the game has a constant background track and a location specific track and they play together.
Is this normal?
A good example would be the map screen which has its own track.
Thank you,
Sierra13
First, i would like to thank the SCUMMVM community for this wonderful s/w. I've known SCUMMVM for quite a while but last week in particular was a good week for me and SCUMMVM.
I finished Monkey Island 1 while Mass Effect for the PC stood in the corner (and i didn't play the 360 version...).
If you may, i have an odd question concerning Monkey Island 2.
My version is DOS/English. While playing the game i noticed that there is an underlying sound track that continues to play also when the front music changes.
Its like the game has a constant background track and a location specific track and they play together.
Is this normal?
A good example would be the map screen which has its own track.
Thank you,
Sierra13
Hello
This is quite an old bug with MI2, check here:
http://sourceforge.net/tracker/index.ph ... tid=418820
This bug can't be reliably reproduced, hence its hard to fix it
This is quite an old bug with MI2, check here:
http://sourceforge.net/tracker/index.ph ... tid=418820
This bug can't be reliably reproduced, hence its hard to fix it
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Reviving an old thread here, but exactly the same thing happened to me.
The music from the carnival in booty island loops endlessly in the background and any other music track plays normally on top of the booty track.
"imuse stop all" fixed it for me but as I see it's a difficult bug to reproduce, so I can provide a save file if it will be of any help.
The music from the carnival in booty island loops endlessly in the background and any other music track plays normally on top of the booty track.
"imuse stop all" fixed it for me but as I see it's a difficult bug to reproduce, so I can provide a save file if it will be of any help.
- eriktorbjorn
- ScummVM Developer
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A save game from after the problem has happened probably isn't much help, unfortunately. It only shows the current state of things, not how they came to be.Stratoukos wrote: "imuse stop all" fixed it for me but as I see it's a difficult bug to reproduce, so I can provide a save file if it will be of any help.
- eriktorbjorn
- ScummVM Developer
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That may or may not help. After all, many have played that part of the game without triggering the bug, so it probably only happens under specific circumstances.Raziel wrote:Maybe he got a savegame right before booty island?
(One thing that used to trigger it in the distant past was changing between rooms very quickly, but I only managed to reproduce that when using the "fast mode" feature. And since that is documented to cause trouble in some cases, it doesn't really count.)
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Well I don't have a save from before the problem occurred. I don't know if it helps but I had the game on pause (space) for a really long time, but I am not 100% sure if this problem happened before or during the pause.
I have played the game again on v0.12 (now I am on 1.0.0rc1) with the same data files without having this problem
Well here is the save if anyone is interested.
I have played the game again on v0.12 (now I am on 1.0.0rc1) with the same data files without having this problem
Well here is the save if anyone is interested.
- LogicDeLuxe
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- Raziel
- ScummVM Porter
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WOW, now THATS what i call overlapping music cues :-/Stratoukos wrote:Well I don't have a save from before the problem occurred. I don't know if it helps but I had the game on pause (space) for a really long time, but I am not 100% sure if this problem happened before or during the pause.
I have played the game again on v0.12 (now I am on 1.0.0rc1) with the same data files without having this problem
Well here is the save if anyone is interested.
Immediately after loading the state i got two cues overlapping, entering the cemetary makes it worse as the cemetary cue gets added to the kakophonie, sounding bad, bad, baaad...by the way, the speed when "cemetary" or any other location is displayed goes to it's knees...strange
I also got a WARNING i never got before
WARNING: Trying to use unsupported effect level value 64 in native MT-32 mode. Please report this!!
but my MT-32 isn't playing anything, could be a coincidence because @Stratoukos isn't using a real MT-32???
(edit: my bad, i had it set to override global settings, changed it back, but still music cues overlapping ti its max )
Anyway i don't think this save is helpful as it seems the flags are already messed up to the top
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OK, here's what I found on playing it.
- It is NOT the fault of ScummVM. It is a glitch in the game.
- I found it after staying in the "Villa de la Booty" town more than around 15 seconds.
- Am using Macintosh OS 9, real program (not SCUMMVM)
- Only occurs on Full Mode (not Lite)
I can't access a debugger, though there is a file named "iMuse Setup". Can anyone help me out?
- It is NOT the fault of ScummVM. It is a glitch in the game.
- I found it after staying in the "Villa de la Booty" town more than around 15 seconds.
- Am using Macintosh OS 9, real program (not SCUMMVM)
- Only occurs on Full Mode (not Lite)
I can't access a debugger, though there is a file named "iMuse Setup". Can anyone help me out?