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SCI Community How To's & Tutorials / Re: In a desperate need of help!!!
« Last post by troflip on Yesterday at 08:40:14 PM »
It's possible I'm hitting some limit with the size that the format allows. How large was your resource.001 file when it happened? (or the resource.map?)
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SCI Community How To's & Tutorials / Re: In a desperate need of help!!!
« Last post by gumby on Yesterday at 05:51:09 PM »
Just ran into this problem multiple times.  I'm using source control so it wasn't too painful. Each time I rolled back to a previous commit it would clear the issue temporarily but then it would resurface a few script compiles later.

I believe that the issue is that the resources hadn't been rebuilt in a long time.  Ever since I've done a rebuild the error hasn't reoccurred.
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The Games and other Sierra Adventure stuff / Re: What are we working on?
« Last post by gumby on May 26, 2017, 07:50:11 AM »
Working on Zork, specifically scaffolding for moving objects between rooms - in some ways similar to the inventory.  The one thing of note is that all corresponding view instances are created dynamically when a room is init'd.
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The Games and other Sierra Adventure stuff / Re: What are we working on?
« Last post by Kawa on May 25, 2017, 11:06:41 AM »
The speed's just me using incorrectly set up tools or sumth. I don't know, I don't care :)
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Ew ew ew ew ew ew ew. Someone on the ScummVM forums attempted to do this and create high quality digital music packs for Sierra games as well as other ScummVM supported games and I was vehemently against it because of the lack of loop/cue capabilities that the nature of digital files have. Sorry, I gotta defend my MIDI! ;)

That said, I wonder if it could be utilized to respect metadata loop tags in measurement of samples like certain engines that support digital files do (like EDuke32 and GZDoom with my SC-55 digital music packs). That still wouldn't solve the issue for cues (music would be cut off too quickly) but it would work for loops.

What is going on with the speed anyway?
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The Games and other Sierra Adventure stuff / Re: What are we working on?
« Last post by Kawa on May 25, 2017, 09:26:00 AM »
I just keep doing crazy shit.


Quote
Such a cheap hack, it won't even do cue points no doubt.

I don't know what went wrong with the framerate, but the message seems clear.

In engines/sci/sound/soundcmd.cpp:
Code: [Select]
void SoundCommandParser::initSoundResource(MusicEntry *newSound) {
//...
if (g_sci->getGameId() == GID_HOYLE4)
checkAudioResource = false;

char hqFile[50];
sprintf(hqFile, "%d", newSound->resourceId);
newSound->pStreamAud = nullptr; //just making sure.
newSound->pStreamAud = Audio::SeekableAudioStream::openStreamFile(hqFile);
if (newSound->pStreamAud != nullptr)
{
newSound->soundType = Audio::Mixer::kMusicSoundType;
newSound->isSample = true;
return;
}
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The Games and other Sierra Adventure stuff / Re: What are we working on?
« Last post by Kawa on May 24, 2017, 04:55:35 PM »

:)
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I also updated the sciAudio with the latest version. It has better termination behavior.
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