I wonder if there's been a regression? I'm playing through COMI on 1.6.0 and the music has been consistently intermittently jumping. I've been playing it for about a week now, and it's all through the game, every island. It's very jarring and noticeable.
My machine is more than powerful enough to be playing COMI through ScummVM. I have a Core i7 with 16GB of RAM, and NEVER experience sound issues with any other game.
I took a recording of what it sounds like. This is immediately what I heard when unpausing the game. It only took 20 seconds to hear an example of the music jumping:
https://dl.dropboxusercontent.com/u/30449117/COMI-MusicJumping.mp3 (Jump is heard at 0:20)
I really hope there's some way to fix this. Thanks!
ScummVM version: 1.6.0
Language of game: English
Platform: Windows 8.1
Just to add what version I'm playing: I simply pulled the files off my original COMI CDs. I have not altered the game in any way.
@thunderpeel2001: To progress this bug, we will need you to provide some further information and do some basic debugging for us:
Please attach a text file to this bug containing a file listing of your CoMI datafiles and their MD5sums. The output of a tool such as http://www.md5summer.org/ would be optimal... This allows us to compare and eliminate corrupted or variant datafiles as a possible cause of this.
Please test with the latest nightly build from here:
http://www.scummvm.org/downloads/#daily
Please try both Kirben's Win32 nightly and the latest Buildbot Win32 build.
Please note here if the problem is still occurring with this.
If the problem is still occurring, please run them with ./scummvm -d 1 and copy the initial warning/debug output from the ScummVM console window here... Specifically the SDL audio and video drivers being used are of interest. It would also be good to note what Audio card you have in your machine.
It has been noted by fuzzie that this may be related to bug #5894 "The Dig: Audio pops between (in)scene changes" :
https://sourceforge.net/p/scummvm/bugs/5894/
But this bug is mainly an issue on Android... so will see if we can eliminate the more obvious causes with Win32 audio drivers / SDL before we investigate the SCUMM engine IMUSE as possible cause...
@thunderpeel2001: Also, if this still occurs on the latest nightly, it would be useful for you to try v1.5.0, v1.4.1 etc. to see if this occurred in earlier versions or if this is a recent regression in the SCUMM IMUSE for CoMI... Thanks in advance.
One great place it happens consistently is when looking at the portrait of El Pollo Diablo in Blondebeard's shop. I'll check the nightly build.
Here's my MD5s:
Last edit: Johnny Walker 2014-03-08
Checked against mine and those MD5sums match my copy of CoMI too.
Tested with the attached savegame (in the Graveyard) and I can't spot any glitches or jumps in the music looping.
I am running the latest master:
ScummVM 1.7.0git6150-g0b9ba6a-dirty (Mar 8 2014 23:40:20)
Features compiled in: Vorbis FLAC MP3 ALSA SEQ TiMidity RGB zLib MPEG2 Theora AAC FreeType2 JPEG PNG
If you run "scummvm --version", you can copy the version you test with and the feature set to compare.
I also ran this with "./scummvm -d 1" and got the following:
Debuglevel (from command line): 1
Using SDL Video Driver "x11"
Using SDL Audio Driver "alsa"
Output sample rate: 22050 Hz
Output buffer size: 705 samples
WARNING: SDL mixer output buffer size: 705 differs from desired: 2048!
It appears to be working fine in the Nightly Build. Whatever it was appears to be fixed...?
That said, the music is still weird when you look at the painting of El Pollo Diablo.
@thunderpeel2001: Would that be Kirben's latest nightly or the buildbot nightly? If it was buildbot, please also test with Kirben's to be sure. Thanks.
Hmm.. Weird in what way? I think it is meant to be "off putting" i.e. indicating the Evil of El Pollo Diablo! :)
Can you attach a savegame at or near the El Pollo Diablo painting so we can check the music there please? Also, can you try this with v1.6.0, v1.5.0 etc and see if the music has always been this way or if this is a recent change. Thanks.
I tested using the Kirben build.
As for El Pollo Diablo, it's much more boring I'm afraid :) The must jumps when you look at the painting, and then it restarts when you leave the close up. Weird and jarring!
Here's the save.
Hmm... I can replicate that with your savegame, but I don't think that is a regression. I think the music has always done that... Can you test with the original Win32 CoMI executable to see how the original behaves please?
If you do, please attach a savegame at this point from the original for comparison...