[Scummvm-tracker] [ScummVM] #10061: VOYEUR: crash if you play certain recorded audio scenes at the VCR
Bakhtosh
trac at scummvm.org
Sat Aug 5 10:11:32 CEST 2017
#10061: VOYEUR: crash if you play certain recorded audio scenes at the VCR
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Reporter: Bakhtosh | Owner: (none)
Type: defect | Status: new
Priority: normal | Component: Engine: Gob
Keywords: | Game: Voyeur
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ScummVM versions:
Win32 developer: 1.10.0git4294-ga851c3b185 (Aug 5 2017 13:05:24)
Language of game: english / Version of game: DOS-CD
Test system: Windows 10 64 bit
If you play for a while and watched a few scenes with closed window
shutters you can replay these scenes at the VCR. They are displayed as
"audio" at the VCR selection screen. Some audio scenes you can play at the
VCR without any problems. But some audio scenes crashes the game.
Since the same scenes don't crash when you watched them before in the
mansion closeup view I looked in the source code and noticed a difference
in the way the audio files are played (mansion closeup view play audio
code in voyeur.cpp / VCR view play audio code in voyeur_game.cpp).
So I modified the VCR view play audio code to match the mansion closeup
view play audio code, compiled ScummVM and it seems to work.
In voyeur_game.cpp in "void VoyeurEngine::reviewTape()" I replaced
_screen->_backgroundPage = _bVoy->boltEntry(0x7F00 +
BLIND_TABLE[_audioVideoId])._picResource;
_screen->_backColors = _bVoy->boltEntry(0x7F01 +
BLIND_TABLE[_audioVideoId])._cMapResource;
with
_screen->_backgroundPage = _bVoy->boltEntry(0x7F00 +
BLIND_TABLE[_audioVideoId] * 2)._picResource;
_screen->_backColors = _bVoy->boltEntry(0x7F01 +
BLIND_TABLE[_audioVideoId] * 2)._cMapResource;
And I replaced
_soundManager->startVOCPlay(_audioVideoId + 159);
with
Common::String filename = _soundManager->getVOCFileName(
_audioVideoId + 159);
_soundManager->startVOCPlay(filename);
I've attached a Savegame with an audio entry that crashes the game.
--
Ticket URL: <https://bugs.scummvm.org/ticket/10061>
ScummVM <https://bugs.scummvm.org>
ScummVM
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