Author Topic: SCI1.1 Audio?  (Read 13695 times)

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Offline troflip

Re: SCI1.1 Audio?
« Reply #15 on: July 01, 2015, 09:40:14 PM »
Or just wait for the next release of SCI Companion, which may happen today. It will handle the .wav created by your app (as long as it's PCM).
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Offline Kawa

Re: SCI1.1 Audio?
« Reply #16 on: July 01, 2015, 09:42:29 PM »
Cool Edit Pro here, the audio editor later known as Audition.

Offline troflip

Re: SCI1.1 Audio?
« Reply #17 on: July 01, 2015, 09:44:05 PM »
fyi, same issue here, it looks like:

https://forums.adobe.com/thread/1373344?start=0&tstart=0

Someone one there suggests using a hex editor to remove the offending two bytes.

Bad Adobe!

I use Sony Vegas, FWIW
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Offline Kawa

Re: SCI1.1 Audio?
« Reply #18 on: July 01, 2015, 09:46:19 PM »
Removing those bytes would invalidate the chunk. You should do that and adjust the length field, too.

Edit:
Quote
hdr_frmt.sz 18 though indicates that it's used some sort of compressed format (although I can't figure out exactly which one 18 is at present).
That's... not even wrong. :o
« Last Edit: July 01, 2015, 09:50:24 PM by Kawa »

Offline Collector

Re: SCI1.1 Audio?
« Reply #19 on: July 01, 2015, 11:37:44 PM »
Audacity is probably what most will use if they do not already own a commercial product. Any tutorials about adding sound should probably be done with it because of this reason. It is pretty complete and robust.
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Offline Cloudee1

Re: SCI1.1 Audio?
« Reply #20 on: July 26, 2015, 10:00:51 PM »
So have we all come to a consensus on the best audio set up yet...

I have found that the AUDDISNY driver doesn't seem to mind if the wav file is 8 or 16 bit, but does seem to play the sounds a bit crackily.
The AUDBLAST driver doesn't make the sound crackily, but it also doesn't seem to want to play 16 bit files.
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Offline troflip

Re: SCI1.1 Audio?
« Reply #21 on: July 26, 2015, 10:15:17 PM »
The SQ5 audblast.drv plays 16 bit sounds. That's what the template game is set up to use by default now.

No driver that I've found plays 16 bit sounds smoothly if you want your sound effects to loop though.
« Last Edit: July 26, 2015, 10:54:02 PM by troflip »
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Offline lskovlun

Re: SCI1.1 Audio?
« Reply #22 on: July 26, 2015, 11:23:10 PM »
Has anyone gotten around to trying (DoSound SETRATE) to see if this fixes the sound problems?

Offline troflip

Re: SCI1.1 Audio?
« Reply #23 on: July 27, 2015, 12:59:49 AM »
Never heard of a setrate command for DoSound. I don't see it in Scumm either, but maybe I'm not looking in the right place...
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Offline Collector

Re: SCI1.1 Audio?
« Reply #24 on: July 27, 2015, 02:05:20 AM »
I would like to know more about SETRATE too.

I have usually resorted to the AUDTHUND.DRV when I have issues with the SB driver that I cannot resolve any other way. Seems to give better, more predictable results than the AUDDISNY.DRV, at least for a broader range of games.

Might be nice to enlist NRS to look at the SB driver. With a small demo SCI1.1 game with a 16 bit sound I could try to ask, but he has not been around much lately.
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Offline lskovlun

Re: SCI1.1 Audio?
« Reply #25 on: July 27, 2015, 02:07:59 AM »
Sorry about that. I meant to say DoAudio. It's called kSciAudioRate in ScummVM (and maps to subfunction 7). LB2 uses it.

Offline troflip

Re: SCI1.1 Audio?
« Reply #26 on: July 27, 2015, 03:17:28 AM »
Just from a quick test, the following doesn't seem to have any effect with regards to the stuttering when looping a 16-bit 11025Hkz sound:

Code: [Select]
DoAudio(7 11025)

(I also tried 22050, just in case it wants the byte rate and not the sample rate).

At any rate, audio mostly works well with the SQ5 audblast.drv in DOSBox. The only problem is the brief pause when looping a 16-bit sound.

And of course you can't play more than one audio resource at a time, and you can't control the volume (neither DoSound or DoAudio's set volume function affects the volume).

[edit:] KQ6 uses this, I don't see it in LB2 (maybe there is a talkie version of that game that does use it? I don't have it). It seems like DoAudio seems to be related to the speech stuff - those use separate resources than .aud, right? I don't have any talkie SCI1.1 games to look at, maybe I should get one off of gog or something. If we got the talkie stuff working, is there any reason it couldn't be used for audio music tracks? (I'm assuming it supports greater resource sizes than .aud).
« Last Edit: July 27, 2015, 12:29:48 PM by troflip »
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