Indy3 VGA DOS English, Windows XP 0.12.0pre.
Certain sound effects do not loop. They play once, and then cut out. For instance, the waterfall underground does not loop nor does the machine gun that is fired when you free Henry Sr. However, some sound effects do loop (such the water dripping before you pull out the cork).
Saved game attached by the waterfall. s63 is after the sound, s64 is before.
Saved Game (Waterfall, no sound)
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File Added: indy3.s64
Saved Game (Use whip with hook)
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I guess there's some feature missing in the handling of the Indy 3 Adlib sound effects. Using the PC speaker or PCjr music drivers works, though this looks like one of those cases where ScummVM doesn't like using another music driver than the one it started with. (There's a bug report about that somewhere; I forget the number.)
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I forgot to say... the dripping sound doesn't actually loop, as far as I can tell. It appears to be a series of short sound effects that are played over and over.
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The dripping sound isn't supposed to loop. But, if you use the whip on the hook, the sound of the water coming out of the whole is supposed to loop.
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Surely, the dripping noises are supposed to play for as long as the water is dripping? But it's not looping in the sense that the rushing water should do (but doesn't currently, if you're using Adlib).
The bug report made it sound like looping worked sometimes, and sometimes not. I was trying to clarify the differences between the two cases I've listened to.
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Yes, you're right. I'm sorry, I've confused myself.
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So, is this bugreport valid?
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Probably. The sound of rushing water loops if you use the PC Speaker / PCjr sound driver, but not if you use the Adlib driver. I assume it should loop with the Adlib driver.
(The discussion about the dripping water sound effect was just a clarification that there are sound effects that appear to be looping, but which are actually just a collection of short sound effects played over and over.)
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Hmmm... I just noticed this was already mentioned on the TODO page (third from bottom):
http://wiki.scummvm.org/index.php/SCUMM/TODO#General_TODO
This bugreport has been moved to Wiki to relevant Engine/TODO page. When the bug will be resolved, an appropriate message will be posted here and the bugreport link removed from Wiki
Small update: I found out we handle command 0x80 in the sfx resources incorrectly, the original used it to loop a single channel, while we interpret it as stop. I added a FIXME to our code for now, so it won't be forgotten.
The missing loop command is actually *not* the cause of this issue. The original allowed an infinite note time. This is used in this case.