Discworld II music?

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pncFreak
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Discworld II music?

Post by pncFreak »

Well, the sound effects works fine, the speech works fine, but I can't hear any music in DW II (using Lostech's latest downloadable build).
Is the .MUS file format supported yet?
Can it be converted to mp3 or OggVorbis, and with which tool?

Does the music in DW II work for anyone using Lostech's latest available build?
Last edited by pncFreak on Wed Mar 18, 2009 9:33 am, edited 1 time in total.
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eriktorbjorn
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Re: Discworld II music?

Post by eriktorbjorn »

pncFreak wrote: Is the .MUS file format supported yet?
I guess so. I get music when I play the game on my Linux box. I have no idea about the PocketPC version, though.
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pncFreak
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Re: Discworld II music?

Post by pncFreak »

eriktorbjorn wrote:I get music when I play the game on my Linux box...
It might be something within the ARMbuild (or the Windows Mobile 6 OS) causing this then.

Maybe the .MUS files are incompatible with the Windows Mobile OS?
Are anyone working on a conversion/compression tool for the .MUS files?
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md5
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Re: Discworld II music?

Post by md5 »

pncFreak wrote:
eriktorbjorn wrote:I get music when I play the game on my Linux box...
It might be something within the ARMbuild (or the Windows Mobile 6 OS) causing this then.

Maybe the .MUS files are incompatible with the Windows Mobile OS?
Are anyone working on a conversion/compression tool for the .MUS files?
Huh?
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pncFreak
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Re: Discworld II music?

Post by pncFreak »

md5 wrote:Huh?
Uhmm, what I meant (although incoherently formulated) was that the music seems to be malfunctioning on my ARM-device.
Could this be caused by a minor error done during the compilation of the ARM-version, or is it something to do with the porting/adaptation of the code to the Windows Mobile OS?

It works fine on my WinXP laptop and evidently on eriktorbjorns Linux box.
Lostech
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Post by Lostech »

What does the debug log show after starting the game (music)?
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pncFreak
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Post by pncFreak »

Lostech wrote:What does the debug log show after starting the game (music)?
How do I make a debug log? Where will I find it after it is generated? I could not find a debug log output, neither in \Lagringskort\Programfiler\ScummVM_ARM_STATIC_2009_02_23 nor \Lagringskort\Programfiler\Scummgames\DW2

My scummvm.ini have these general and DW2 specific entries:

[scummvm]
stepY3=20
stepY2=10
stepY1=2
speech_volume=48
native_mt32=false
action_mapping_version=5
talkspeed=60
midi_gain=100
stepX1=2
stepX2=10
stepX3=40
subtitles=false
action_mapping=0000 0000 0156 0000 0154 0000 0000 000d 0000 0000 0000 0000 0113 0000 0111 0112 0000 0000 0114
fullscreen=false
versioninfo=0.14.0svn
browser_lastpath=\Lagringskort\Programfiler\Scummgames\
repeatTrigger=200
lastselectedgame=dw2-gb
sfx_volume=48
music_volume=42
autosave_period=300
repeatX=4
repeatY=4
music_driver=auto
aspect_ratio=false
multi_midi=false
speech_mute=false
enable_gs=false

[dw2-gb]
description=Discworld 2: Missing Presumed ...!? (CD/DOS/English (GB))
output_rate=22050
dclick_speed=6
speech_volume=17
talkspeed=51
path=\Lagringskort\Programfiler\Scummgames\DW2\
subtitles=false
gameid=tinsel
language=gb
sfx_volume=21
savepath=\Lagringskort\Programfiler\Scummgames\DW2\
music_volume=206
platform=pc
music_driver=adlib
speech_mute=false
Exolon
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Post by Exolon »

pncFreak wrote: How do I make a debug log?
Create a link to you exe and add -d9 to the start parameters.

Alternatively you may create the link called scummvm.lnk with an text editor and insert:

47#"\SD Card\scummvm-0.12.0-WinCE\SCUMMVM.exe" -d9

(use your own paths, though)

Start yout scummvm with this link.

Regards

Exo
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pncFreak
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Post by pncFreak »

@ Exolon:
Thank you.

Well, the scummvm_stdout.txt file reports:

Running Discworld 2: Missing Presumed ...!? (CD/DOS/English (GB))
Sound opened OK, mixing at 11025 Hz
Lostech
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Post by Lostech »

Debug output for the WinCE port is enabled via the entry "debuglevel=1" in the [scummvm] section of scummvm.ini.
Now there should also a additional "scummvm_stderr.txt" file after closing ScummVM.
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pncFreak
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Post by pncFreak »

Lostech wrote:Now there should also a additional "scummvm_stderr.txt" file after closing ScummVM.
svummvm_stderr.txt reports:

SDL: Version $Rev: 41 $ bootstrapping GAPI device
SDL: Device is portrait, OS version 5.2 build 1620
SDL: orientation 0
SDL: GAPI_RealizePalette NOT IMPLEMENTED
SDL: Starting video access detection --->
SDL: System 240x320
SDL: Checking for GAPI
SDL: GAPI OK, 240x320, H=2 V=480, 16bpp, landscape false
SDL: <----- Detection finished. Running on GAPI driver at 240x320 (real 240, 320), using ARM accelerated blitter
SDL: GAPI_WinPAINT NOT IMPLEMENTED
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pncFreak
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Post by pncFreak »

Could the missing music be similar to the issue Ephaelon describes in the PSP Port forum?
It seems like Pix2 found a solution, though I don't think he writes what the solution is in his post.
Lostech
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Post by Lostech »

From both text logs I can not see that internally an error has been reported by ScummVM.
Can someone tell me which sound engine is in charge for .mus files?
If it this the same engine which is in charge for ogg files it could be a problem of the Tremolo library. In that case I could build a SVN version with the Tremor library instead for testing purpose.
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pncFreak
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Post by pncFreak »

Lostech wrote:From both text logs I can not see that internally an error has been reported by ScummVM.
Can someone tell me which sound engine is in charge for .mus files?
If it this the same engine which is in charge for ogg files it could be a problem of the Tremolo library. In that case I could build a SVN version with the Tremor library instead for testing purpose.
I don't know which sound engine the .mus files use, but I will of course test a SVN version with Tremor if you build one.
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DrMcCoy
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Post by DrMcCoy »

Lostech wrote:Can someone tell me which sound engine is in charge for .mus files?
If it this the same engine which is in charge for ogg files
No, it isn't. .mus files are much simpler, they use an 8bit ADPCM codec (readBufferTinsel8() in sound/adpcm.cpp). The decoding doesn't depend on any external library.
No idea why it shouldn't work on that port, though...
Anyway, for music debug messages, you should to set the debuglevel to 3 and enable the debugflag music (however you do that on this port).
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