[Scummvm-devel] Simon the Sorcerer appears to leak all it's audio ram

Travis Howell kirben at optusnet.com.au
Mon Jun 4 17:44:01 CEST 2007


From: "Max Horn" <max at quendi.de>
> 1) Neil's way, which silently ignores if a failure occurs to load a sound
> (this change would be inside an #ifdef DS, of course). Kirben is opposed
> to this, quoting additional bug reports which would supposedly turn up.
> Kirben, can you please elaborate a bit on this -- what kind of bugs would
> crop up due to this?

A specific animation is started, when playing any speech and the animation's 
script will frequently check to see if the current speech has ended. So this 
could cause graphical glitches or timer issues, depending on the scene. In 
this particular case, Simon will appear to be endlessly talking, until a 
wait timeout occurs or the users skips the scene.

> As it is, though, I can *imagine* situations where a player is confused
> because of missing some text. But do those actually occur? So far I am
> only aware of this problem occuring in the intro, where missing the text
> is completly harmless. Does it occur in any other spot?
> And did we get any bug reports over this for the 0.9.x series?

Unfortunately the point where the large speech segment occurs in Simon the 
Sorcerer 1, is when Simon reads the letter explaining the story of the game. 
So the user would get no speech or subtitles in this scene, and have no idea 
what is written in the letter.

Extracting the individual VOC/WAV files, shows all other speech segments are 
much smaller (460KB or less), so doesn't seem like it will occur elsewhere 
in Simon the Sorcerer 1.

Another option could be the forced use of compressed speech file in DS port, 
adding a GUI error/warning if uncompressed speech files is detected. 
Although I'm not sure if the DS ports can handle Simon the Sorcerer 1/2, 
along with decoding compressed speech. 





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