![]() Starting in a place called Melee Island, young Threepwood must complete three trials before he can become a booty-seeking buccaneer: mastering the sword, mastering the art of thievery, and mastering the art of treasure. I have the remaster that adds Talkie but just isn't the same.Help a scrawny lad named Guybrush Threepwood realize his lifelong dream of becoming a swashbuckling pirate in this tongue-in-cheek adventure from LucasArts. I would use ripped audio but I'm weird about playing it exactly how I did back in '95. I really wish I still had my old 486SX/25 around for a sanity check. I would be concerned that the "fix" might create unintended side effects in other software. Without that original hardware I can't be sure if it isn't supposed to pop at all or just a small amount. It was one of the first games I got with the Soundblaster 16/CD-ROM combo around 1995 (it might have been a pack-in) and the way memories work the more I think about it the more I question myself if I heard any popping 25 years ago. I also did another test in doxbox 0.74-3 and heard a pop before the Lucasfilm logo. I did another short playthrough in dosbox-x to compare a notice a tiny pop during the game for the first time and now I am really second guessing myself. ![]() The popping noise, at least to some degree or frequency, is something that I am not 100% sure was or was not something I remember hearing when playing it originally. I didn't notice a reduction in the popping noise (there is a loud one right when the game starts, right before the Lucasfilm logo, for example). ![]() Thanks, that test build fixes the audio bug when talking to the pirate. Test branch: kc/bin-pos-fix-1, and test binaries: Does it help? Another option is to rip to FLAC or Opus I haven't heard any pops when using these audio tracks. This isn't how real hardware behaves though (physical CDROM can contain discontinuous steps in magnitude across tracks, likewise I haven't heard of CDROM players ramping the volume on the front and back of playback or pause events).įor now, I've added a small change to inject "silence filler" around these events. This is something we could add so it always happens - however it would introduce small delays on the front and back of these start and stop events. There are ways to address this (some games rapidly ramp the CD-DA volume up when enabling playback and ramp down before stopping playback). The pop is due to audio data going from 0 to an audible magnitude or vice-versa. When the game asks the track to stop, staging halts the CD-DA mixer channel. As you exit through the door, the game requests that the current track be stopped, and then moments later starts playing the outside track. Yes, with the BIN/CUE, I noticed this when leaving the tavern. You can also tell with dosbox-staging there are loud audio "pops" that seem to occur when audio tracks are changing? You can hear them when you listen closely, they are more obvious in person and it seems like OBS made it quieter. The branch below now keeps track of the last audio position in all audio-related events, and now confirms and re-positions the track on decode (only if needed). This pause-load-data-resume pattern appears to be an extremely rare behavior (even though it makes perfect sense) so I'm very thankful you noticed and reported it! This revealed a bug in this sequential decode: when the pirate scene resumes playback, the last position used happens to be where we left off loading the pirate's data, causing the garbled audio. In this scenario with a bin/cue, we're essentially using a single binary track, however when we speak to the pirate the game pauses the audio, loads that dialog as data (performing a seek and binary read), and then unpauses the audio. One of the optimizations in the CD-DA code is to perform sequential audio decode in the audio tracks, without seeking (if possible). When you go to talk to a pirate using dosbox-staging 0.75 final the audio goes crazy using the CD version of the game. Thanks for the detailed report and careful listening!
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