[Scummvm-tracker] [ScummVM :: Bugs] #15514: SCI: KQ5CD Issue with the audio when adding text dialogues multilingual

ScummVM :: Bugs trac at scummvm.org
Sun Nov 24 17:34:38 UTC 2024


#15514: SCI: KQ5CD Issue with the audio when adding text dialogues multilingual
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Reporter:  LaZar00  |       Owner:  (none)
    Type:  defect   |      Status:  new
Priority:  normal   |   Component:  Engine: SCI
 Version:           |  Resolution:
Keywords:           |        Game:  King's Quest 5
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Comment (by LaZar00):

 Ok sluicebox. I don't pretend you modify scummvm for my mod to work. My
 intention is (and I think it is the best for everybody) that scummvm works
 (interprets) the original code of SCI Compiler.

 In DosBox, if I don't use the (DoAudio audLANGUAGE 34), which would set
 the audio pack to that language, it defaults anyway to audLANGUAGE 1
 (English). This is how it works I think. And as I said, I had to put this
 flag 'audLANGUAGE 34' (and duplicate the audio file/map to 34) because of
 scummvm 2.0.0, which is provided with GOG version of the game.

 At the end, in DosBox, it works well only setting in Main.sc as properties
 printLang and parseLang as 34. That's why I said that maybe the
 audLANGUAGE is not useful. If we had the audio for localized languages, it
 would have some more sense, but AFAIK, this KQ5 CD Talkie version, is only
 existant in English. But, in any case, is possible to use localized
 language if someone makes the voices and creates the audio packs. So, it
 is not so easy what to do with this feature. You could even set a language
 for the texts, and a language for the audios, but I think this is out of
 our scope right now.

 Apart of all this, if ScummVM does the things as in DoxBox, I will have
 not the need to supply the localized files (again about 100Mb more of
 data), only the resource files with the translation.
-- 
Ticket URL: <https://bugs.scummvm.org/ticket/15514#comment:8>
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