[Scummvm-devel] Fw: SCI: SQ4 Talkie DoSound

Filippos Karapetis philipk79 at hotmail.com
Tue Jul 7 22:26:32 CEST 2009


> Actually I went the other way. If no sound resource is found, try to look for an audio resource.

We should first check for an audio (i.e. digitized sfx) resource and then for a sound (i.e. synthesized
sfx) resource. This part of the code is used to play sound effects, and SCI1.1 games have two sets
of sound effects: one for users with Soundblaster-compatible sound cards, and one for users with
sound cards that can't play digital sound effects. We should prefer digital sfx over their synthesized 
counterparts, hence the order that Walter proposed. This is easy to check when starting KQ6, just
try to move the plank on the beach.

> Still this would require a new iterator as well. So doing one that is just taking milliseconds as 
> input and then fires the event when its done?

Er... no? Why would it require a new iterator? Right now, the sound effect is played, and the sound
effect duration is returned to the game scripts. What would a new iterator offer? I'm a bit confused
about the design you're proposing here...

> There's now a patch. 

Where can this patch be found?

> Does it only contain the playing of the audio resource, so the iterator/event is missing? I 
> could do it, but I don't want to waste my time, so if s/o is already doing it, please say so.

I believe I answered you above, if not feel free to ask :)

Regards
Filippos


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