On Sat, Mar 16, 2002 at 12:13:33AM +1030, Alex Angas wrote:
> There is a similar bug from memory where restoring a game in Camelot sets
> the volume to zero. Maybe they are related.

Now this is bizzare.

Freeing miscellaneous data...
Freeing graphics
Freeing VM memory
Restarting with replay()
Memtesting vm.c: line 1634
Memtest succeeded!
FSCI: kDoSound(ksound.c L125): Command 0x4[SetSoundOn(?)](0000)
Setting master volume to 12  (80%)
Setting master volume to 80  (21%)
FSCI: kDoSound(ksound.c L125): Command 0x7[Resume]()
FSCI: kDoSound(ksound.c L125): Command 0x6[Suspend](0000)
Setting master volume to 0  (0%)

We're getting three calls to set_master_volume for some reason.  The
first one is with the correct value, the second one is with the cooked
value, and the third time it's being set to 0.

The dual-set on restore is definately a bug in the soundserver code. I'm
sorta looking for it now, but maybe it's too late for me to find the
obvious problem.

However, the third volume set (0) is the result of a MUTE command,
coming down through kDoSound().

So my guess is that the savegame restore logic is firing off a bogus
DoSound() -- or, since SQ3 doesn't do this, it may be ARTHUR that has a
bug in it....

Anyway, I'm working on the double set now, I should have that licked
soon.

- Pizza
-- 
Solomon Peachy                                    pizzaATfucktheusers.org
I ain't broke, but I'm badly bent.                           ICQ# 1318344
Patience comes to those who wait.
    ...It's not "Beanbag Love", it's a "Transanimate Relationship"...

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