Sound delay in DOTT and Fate of Atlantis

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TheVaultDweller
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Sound delay in DOTT and Fate of Atlantis

Post by TheVaultDweller » Sun Feb 03, 2008 8:25 pm

I've gotten DOTT and FOA to run just fine on my AT&T Tilt (HTC Kaiser) using the 0.11.0 release, but there is a significant delay in the sound. I would say the sound effects and speech come in almost a full second after the animation for it. Anybody know why this is?

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md5
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Post by md5 » Mon Feb 04, 2008 7:48 am

Are you using compressed sound effects and voices? If yes, try running the game with uncompressed sound, perhaps your device is too slow to decode them on time. If that's the case, try recompressing the sounds to another format (e.g. OGG if you have compressed them using MP3 compression or vice versa)

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Post by TheVaultDweller » Tue Feb 05, 2008 12:19 am

No, the files aren't compressed.

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knakos
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Post by knakos » Wed Feb 06, 2008 7:40 am

Well, in small devices, to have uncompressed sounds is not always a good idea: Your storage card may not be able to provide the rate of X kbps that the uncompressed stream requires.

So if the same datafiles work on a desktop version of scummvm with no observaqble delay, you may want to try compressing the datafiles. This puts more strain on the CPU but alleviates the storage card throughput requirement.

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Post by TheVaultDweller » Mon Feb 11, 2008 9:09 pm

I compressed the monster.sou file for DOTT down to 1.6 megs using the lame encoder, and I still have the exact same delay. Any other ideas?

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Post by TheVaultDweller » Wed Feb 20, 2008 9:32 pm

Anybody?

Keelhaul
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Post by Keelhaul » Wed Feb 27, 2008 9:34 pm

Compressed down to 1.6 MB? :shock:

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md5
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Post by md5 » Wed Feb 27, 2008 10:20 pm

I think he's referring to the floppy disk version of DOTT, this might be doable with that version

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Post by TheVaultDweller » Thu Feb 28, 2008 2:51 am

Yes, it is the floppy version, which works just fine on my desktop (full voice, etc).

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md5
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Post by md5 » Thu Feb 28, 2008 5:40 am

TheVaultDweller wrote:Yes, it is the floppy version, which works just fine on my desktop (full voice, etc).
By "full voice" I assume you're talking about the game's introduction, as the game itself doesn't have voice in the floppy version

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Post by TheVaultDweller » Thu Feb 28, 2008 5:50 am

no, I mean full voice. Maybe it's not the floppy version, but it's 1.6 megs and I've got voice all the way through the game. Everything syncs perfectly on the desktop, but not on my Tilt

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Post by Keelhaul » Thu Feb 28, 2008 5:57 am

But the original monster.sou is 256MB! There is no codec that can compress it that much.

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Post by TheVaultDweller » Thu Feb 28, 2008 6:36 am

ok, sorry, I was testing the wrong one. I don't have full voice in the floppy version. The original monster.sou was 3.7 megs and I compressed it to 1.6, but there's still a delay. I'm trying to find a CD version of the monster.sou so I can try compressing that one. BUT, since I get a delay with 3.7 and 1.6 both, it seems that compression isn't the issue.

Keelhaul
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Post by Keelhaul » Thu Feb 28, 2008 6:54 am

Could you post the exact command line you used to compress it?

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Post by japher » Wed Mar 05, 2008 9:09 pm

I've got this exact same problem with Sam n Max & DOTT. In both the sound lags behind the graphics.

I've tried with both uncompressed SOU (256Mb) and compressed SO3 (74Mb) so I don't think this is anything to do with transfer rate from the SD card. I've also tried setting sound_thread_priority=0 in the scummvm.ini file for these games (as mentioned in the WinCE readme) but this also makes no difference.

The funny thing is, the sound isn't stuttering or slowing at any time, and there's no slow down in the graphics. It doesn't seem as if the app is too intensive for the phone or anything like that, the sound is just consistently and perfectly out of synch by half a second (ish!).

My phone is an HTC TyTN II (Kaiser) running WM6 (and scummvm 0.11.1).

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