[Scummvm-tracker] [ScummVM :: Bugs] #11587: SCI1.0 games don't respect "Prefer digital sound effects" checkbox

ScummVM :: Bugs trac at scummvm.org
Sun Aug 23 17:08:33 UTC 2020


#11587: SCI1.0 games don't respect "Prefer digital sound effects" checkbox
--------------------------------+------------------------------------------
  Reporter:  MusicallyInspired  |      Owner:  (none)
      Type:  defect             |     Status:  new
  Priority:  normal             |  Component:  Engine: SCI
Resolution:                     |   Keywords:  digital, sound, effect, midi
      Game:                     |
--------------------------------+------------------------------------------
Description changed by MusicallyInspired:

Old description:

> For as long as I've been using ScummVM since it integrated FreeSCI and
> when the appropriate "Engine" menu tab was first introduced, it doesn't
> seem to matter whether "Prefer digital sound effects" is checked or not
> in Engine Settings for SCI1.0 games, it always used digital sound effects
> regardless and will not use the alternate MIDI sound effects when MIDI
> sound effects do in fact exist. I've been using DOSBox for Sierra games
> generally and decided to put Sierra games on my phone recently with the
> latest version of ScummVM available for Android and it seems this issue
> was never noticed or rectified. Also persists in the latest desktop
> version.
>
> It doesn't play nothing when unchecked, it uses digital sound effects
> either way. It seems as though every SCI1.0 game is affected. SCI0,
> SCI0.1, and SCI1.1 games do respect the checkbox and will play MIDI sound
> effect alternates when unchecked (test examples: SQ3, KQ1SCI, KQ6
> (floppy) respectively), but SCI1.0 games persist in playing digital
> sounds seemingly across the board. One would have to use DOSBox to hear
> MIDI sound effects for these games as it currently stands.
>
> Here is a short list of SCI1.0 games I've tested and where digital/MIDI
> sound effects exist and how to tell quickly what the issue is:
>
> -SQ1SCI EGA/VGA: Skip intro, the Deltaur ship grapples onto the Arcada
> and causes a digital sound effect "clamp" sound (should have MIDI
> alternative when checkbox unchecked). Shortly after the ship doors open
> with a digital sound and the computer warns of the self destruct with
> digital speech as a sound effect. The door sound has a MIDI alternate
> sound but the self destruct computer speech does not (as you'd expect).
>
> -SQ4 Floppy EGA/VGA: Skip intro, the flying shuttle hovers over Xenon and
> then takes off into the distance producing digital sound for both (should
> have MIDI alternatives when checkbox unchecked).
>
> -PQ3 EGA/VGA: Skip intro, Sonny Bonds gets off the elevator, elevator has
> a digital sound when the doors open and close (should have MIDI
> alternatives when checkbox unchecked).
>
> For SQ4 particularly it's very beneficial to be able to deactivate
> digital sound effects while playing with the MT-32 for music as the
> sounds are all just lo-fi digital samples of MT-32 sound effects, which
> you'd get in full quality with MUNT or an MT-32.

New description:

 Here is a video I uploaded to showcase this issue:
 https://youtu.be/iytnREXLrYc

 For as long as I've been using ScummVM since it integrated FreeSCI and
 when the appropriate "Engine" menu tab was first introduced, it doesn't
 seem to matter whether "Prefer digital sound effects" is checked or not in
 Engine Settings for SCI1.0 games, it always used digital sound effects
 regardless and will not use the alternate MIDI sound effects when MIDI
 sound effects do in fact exist. I've been using DOSBox for Sierra games
 generally and decided to put Sierra games on my phone recently with the
 latest version of ScummVM available for Android and it seems this issue
 was never noticed or rectified. Also persists in the latest desktop
 version. Like SCI0 and SCI0.1 games, SCI1.0 games have digital sample data
 amended at the end of MIDI sound resources instead of being in a separate
 audio map file like SCI1.1 games.

 It doesn't play nothing when unchecked, it uses digital sound effects
 either way. It seems as though every SCI1.0 game is affected. SCI0,
 SCI0.1, and SCI1.1 games do respect the checkbox and will play MIDI sound
 effect alternates when unchecked (test examples: SQ3, KQ1SCI, KQ6 (floppy)
 respectively), but SCI1.0 games persist in playing digital sounds
 seemingly across the board. One would have to use DOSBox to hear MIDI
 sound effects for these games as it currently stands.

 Here is a short list of SCI1.0 games I've tested and where digital/MIDI
 sound effects exist and how to tell quickly what the issue is:

 -SQ1SCI EGA/VGA: Skip intro, the Deltaur ship grapples onto the Arcada and
 causes a digital sound effect "clamp" sound (should have MIDI alternative
 when checkbox unchecked). Shortly after the ship doors open with a digital
 sound and the computer warns of the self destruct with digital speech as a
 sound effect. The door sound has a MIDI alternate sound but the self
 destruct computer speech does not (as you'd expect).

 -SQ4 Floppy EGA/VGA: Skip intro, the flying shuttle hovers over Xenon and
 then takes off into the distance producing digital sound for both (should
 have MIDI alternatives when checkbox unchecked).

 -PQ3 EGA/VGA: Skip intro, Sonny Bonds gets off the elevator, elevator has
 a digital sound when the doors open and close (should have MIDI
 alternatives when checkbox unchecked).

 For SQ4 particularly it's very beneficial to be able to deactivate digital
 sound effects while playing with the MT-32 for music as the sounds are all
 just lo-fi digital samples of MT-32 sound effects, which you'd get in full
 quality with MUNT or an MT-32. The video I linked at the beginning of the
 post showcases all 3 games with MIDI and Digital sound effects and where
 you can test for them at the beginning of each game quite easily.

--
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Ticket URL: <https://bugs.scummvm.org/ticket/11587#comment:1>
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