Problem with CSBexe98?

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PaulH
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Problem with CSBexe98?

Post by PaulH »

After tinkering with a dungeon I converted (Tomb Firestaff) with CSBuild 153, I realised it needed the latest CSBexe to run or it crashes. Anyway I got the file (CSBexe 98) and on opening a door, the sound wasn't in synch with the doors motion - it was too slow. On slowing the game down in the menu I eventually got them to match, but it appears the sound runs at a certain pace whatever the menu setting is. I am using the original, unedited DM graphics.dat.
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Paul Stevens
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Post by Paul Stevens »

That is certainly correct. The Speed menu coes not change anything
to do with the sounds. This is not new. It has always been that way.
If you play an old version of DM (you can get an old version from
dianneandpaul.net/CSBwin/Games
you should be able to verify that it works the same way.

If it really is different than the current version, let me know. I did not
mean to change anything. One thing we did change was the way
multiple sounds are handled. We used to throw away a sound if two
occurred at the same time. Now we queue them up to be played in
succession. Also there is the Menu option to attempt to play them
simultaneously using DirectX.

Gotta wath out for those special numbers like 98! (ninety-eight)
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PaulH
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Post by PaulH »

There is definitely something strange happening. I loaded up an CSBexe96 with original unedited DM graphics and the original unedited DM dungeon.dat, and the sound length (not pitch) of a door opening increased/decreased with the menu speed changes. I assume the door noise is one file being executed four times in succession.
Substituting csbexe98 inplace of 96, and this effect disapears. The 'door noise' takes a fixed time to execute whatever the menu speed, whilst before this time changed. Am I making sense?!
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Paul Stevens
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Post by Paul Stevens »

You make perfect sense. I think perhaps this is what is happening.

In the old days we played the sound several times. If the original
sound had not completed then it was simply stopped and the new sound
was played. This made it seem to go faster.

Now we wait for the old sound to finish before starting the new sound.
And it may be as much as 1/6 second before we discover that the old
sound is finished. So it will seem to go slower.

In both casees the sounds themselves are played at the smae speed
but in the first case not all of it is played and in the second case some
empty space may be inserted into the sound.

I will look at the code and see if I can continue to queue the sounds
(For an unnamed individual who wanted to hear several sounds that
occurred at the same instant) but not queue sounds in the case of
sounds that are made up of the same sound repeated several times.

Am I making sense?
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PaulH
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Post by PaulH »

Paul, do you ever not make sense?!

Its not a big problem admittedly, but noticable straight away when you open a door. Thanks for taking a look
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