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Old 07-21-2009, 01:00 PM   #41
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Quote:
Originally Posted by Espiox View Post
I tried the new mkspeech tool (after doing a fresh dump/conversion of all the voices and a new mi1.txt) and it gives me the following error: "Could not find SLP_71_gh-room_9_1.mp3" and closes.
This actually should not be a problem. The file is just referred but missing and hence ignored.
You should have a monster.so3 and mi1new.txt nevertheless.
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Old 07-21-2009, 01:03 PM   #42
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Quote:
Originally Posted by LogicDeLuxe View Post
Remember, you don't need the CD for this, but you may use it. Ripping them from your CD would give better quality than the compressed versions of the SE, so 3 options would be optimal.
- Convert the classic versions music.
- Convert the SE's music.
- Don't convert any music.
Well, since this patch is for the CD-Version, I think there's no need to include an option for the classic music, since that one is already included in the (unpatched) game. The only option has to be, if the classic music should be replaced by the SE-version or not.

Edit:
Sorry, I've misread your post. You mean these three options:

- just add voice to an original CD-version of the game
- use the classic version (in the SE data-files) with the classic music and add voices to that
- use the classic version (in the SE data-files) with the SE music and add voices to that

Okay, that makes sense.


Last edited by Laserschwert; 07-21-2009 at 01:10 PM.
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Old 07-21-2009, 01:07 PM   #43
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Would this project work with the original DOS version and work with a 486 computer? Or is it using ScummVM? Or both?


"Booyah! Look out, LeChuck! Here comes Guybrush Threepwood's glowing sword of hot monkey vengeance!"
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Old 07-21-2009, 01:12 PM   #44
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Originally Posted by MusiclyInspired View Post
Would this project work with the original DOS version and work with a 486 computer? Or is it using ScummVM? Or both?
Read the FAQ!!!



No this version needs ScummVM, since the DOS-running-version doesn't allow speech and CD-music at the same time.

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Old 07-21-2009, 01:23 PM   #45
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This actually should not be a problem. The file is just referred but missing and hence ignored.
You should have a monster.so3 and mi1new.txt nevertheless.
Ah, yes. I am an idiot.

Wow, the resulting file makes the opening chat with the lookout very bizarre.

Last edited by Espiox; 07-21-2009 at 01:29 PM.
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Old 07-21-2009, 01:44 PM   #46
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Woot! I made a stupid mistake. The bug is fixed now and multi line support is working!

http://helicoid.de/scumm/mkspeech.zip

...I probably need to introduce versioning soon....

It works amazingly good... of course still some things to polish and iron out.. but that should definitely be the way to go.

EDIT: There are some patterns that are not matched yet, like things in quotes. There should be no need to add that to the mapping.txt, as this can be easily added in the lookup function.

Last edited by jott; 07-21-2009 at 01:50 PM.
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Old 07-21-2009, 01:45 PM   #47
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Wow, the resulting file makes the opening chat with the lookout very bizarre.
Hehe, indeed. But it should be easy to fix when adding the correct lines to mapping.txt...
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Old 07-21-2009, 01:50 PM   #48
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Read the FAQ!!!



No this version needs ScummVM, since the DOS-running-version doesn't allow speech and CD-music at the same time.
Then I don't understand why needing the CD is a priority since ScummVM actually works better without using the CD....


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Old 07-21-2009, 01:54 PM   #49
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^^^

You don't use the CD, just the CD version.
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Old 07-21-2009, 01:56 PM   #50
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I need to fix a couple of small problems, but I think I've got a good batch file. It automates everything we've done so far (dumps the wav files, encodes to mp3 or ogg, creates mi1.txt, runs mkspeech and puts the mi1new.txt back into the game). It checks to make sure the required files are there too.
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Old 07-21-2009, 02:00 PM   #51
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For now mkspeech only supports mp3, but it is VERY easy to add other formats...

I think the remaining major task is to choose the correct line when the result is ambiguous.
See the missing.txt that is created for reference on what is not unique.
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Old 07-21-2009, 02:39 PM   #52
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Another little update at the same URL. Now quotes are translated as well as \xFE\x08 is ignored.

Coverage is now up to 3946 lines!

There are not many real strings left now.

I haven't used cocomonk22 modified version which actually should increase the coverage even more as those lines with variables are separated.
Is it available somewhere? Or are there some detailed instructions which scripts to modify etc.? (Especially with redistribution in mind...)
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Old 07-21-2009, 02:47 PM   #53
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I haven't used cocomonk22 modified version which actually should increase the coverage even more as those lines with variables are separated.
Is it available somewhere? Or are there some detailed instructions which scripts to modify etc.? (Especially with redistribution in mind...)
Check your PMs.
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Old 07-21-2009, 02:56 PM   #54
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I haven't used cocomonk22 modified version which actually should increase the coverage even more as those lines with variables are separated.
Is it available somewhere? Or are there some detailed instructions which scripts to modify etc.? (Especially with redistribution in mind...)
Well. There is the speech project talkie patch. I guess, you can use that, if you remove all speech references from it before using the tools here.
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Old 07-21-2009, 02:59 PM   #55
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Originally Posted by LogicDeLuxe View Post
Well. There is the speech project talkie patch. I guess, you can use that, if you remove all speech references from it before using the tools here.
That's exactly what cocomonk22 sent me; a hack-only version of the MISP patcher.
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Old 07-21-2009, 03:03 PM   #56
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Another update ....

Now it's up to 4046 matches! Now there is really not much left!

Time to add entries to the mapping.txt!
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Old 07-21-2009, 03:09 PM   #57
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Without variables in the string table (with cocomonk22 et al. changes) it's now 4436 of 4573 available samples assigned.

I would call this a pretty neat coverage

The only real problem now are the false positive matches that are listed in the missing.txt....
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Old 07-21-2009, 03:21 PM   #58
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I'm missing speech on any line with a TM symbol. This is looking (sounding?) better and better though!
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Old 07-21-2009, 03:25 PM   #59
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TM is working now, that makes it 4511 of 4573.
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Old 07-21-2009, 03:29 PM   #60
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As said it would be good if there would be some volunteers that add the correct lines in mapping.txt. This is something *I* really don't want to do .....

If there is more than one volunteer, the work should be split up. Like line 1-2200 for person one and 2200-end for person two.

EDIT: You may want to edit the first posting, to reflect the current state of affairs.

Last edited by jott; 07-21-2009 at 03:40 PM.
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Old 07-21-2009, 05:16 PM   #61
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As said it would be good if there would be some volunteers that add the correct lines in mapping.txt. This is something *I* really don't want to do .....
I don't really understand what's to do here...

I've ran mkspeech.exe with this result:

Read 4573 entries.
Could not open mapping.txt
Could not find SLP_71_gh-room_9_1.mp3
Wrote 4121 samples, 1194 missing.

What I got is an mi1new.txt, a missing.txt and the monster.so3

What now?

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Old 07-21-2009, 05:41 PM   #62
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What I got is an mi1new.txt, a missing.txt and the monster.so3

What now?
Next step is to integrate the mi1new.txt into the original game files (make sure you have a backup...):
scummtr -cw -g monkeycdalt -if mi1new.txt -H

When putting the monster.so3 in the MI1 game folder and you run it via ScummVM you should hear voices (just to make sure everything works for you).

You will notice right from the beginning that there are some errors as "Hi!" as a string occurs multiple of times and thus there is no way(*) to automatically detect which "Hi!" is used.

When you look at the "missing.txt" you should see something like:
Code:
Multiple hits for line "Hi!": HRM_80_fort_25_1.mp3 - Add  584,0=975 to mapping.txt
Multiple hits for line "Hi!": GUY_38_lookout_28_1.mp3 - Add  584,0=2306 to mapping.txt
Multiple hits for line "Hi!": HRM_20_main-beach_48_1.mp3 - Add  584,0=2604 to mapping.txt
Multiple hits for line "Hi!": GUY_20_main-beach_58_1.mp3 - Add  584,0=4134 to mapping.txt
Probably four times.
So it's about finding out, which "Hi!" is the correct in all the four places.

When adding "584,0=4134" to mapping.txt, the next call of "mkspeech" should pick the last sample for that particular line (not sure if this is the right association - this is just an example).

Finally you need to call scummtr again, to integrate the new text file (and make sure to use the new moster.so3 too).

P.S.:
I think a little problem occurs depending on the version we use as the patches from cocomonk22 change the order of strings a bit.
I haven't put any thought on how to make it a bit more robust in that regard....
But if the version is defined properly for the file, it will not be hard to convert it later...

(*) There might be a way, but it would probably involve modifying (or rebuilding) scummtr to get the room ids. Unfortunately I have not found the source code for scummtr so this does not seem to be an option..... well having scummtr source would also allow to build a single application that performs ALL steps :-(
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Old 07-21-2009, 05:54 PM   #63
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Originally Posted by Laserschwert View Post
Would it be possible to offer this thing as a "patch"? That way only people who own the SE will be able to pull this off, and there's no piracy involved (which would occur when sharing the actual speech files). Maybe a batch-file that pulls the speech files out of the SE's PAK, converts them accordingly (and possibly combines split lines into a single file) and re-inserts them into the CD-version of the game using ScummSpeaks.

This would allow to share this project without running into legal trouble.
that would be great if you could do that. It would help people (Especialy Me) to not have to buy a new one.


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Old 07-21-2009, 05:58 PM   #64
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that would be great if you could do that. It would help people (Especialy Me) to not have to buy a new one.
Yes, we're going to offer this as a patch... but what do you mean "not have to buy a new one"?
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Old 07-21-2009, 06:03 PM   #65
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that would be great if you could do that. It would help people (Especialy Me) to not have to buy a new one.
Well actually that's the aim. For now the only thing needed is MISE, as it contains the original enhanced CD version.

With my both tools unxwb-mi and mkspeech (maybe I'll integrate the relevant unxwb part in mkspeech at a later point), it's already possible to get a basic speech version of the classic enhanced MI version. The mapping file also is unproblematic to redistribute.

And finally a batch file that is being worked on by Espiox will make it hopefully relatively easy to generate your own version without many manual steps.

I think the only problem are the patches by cocomonk22, where I am not sure on what their legal status is and if they can be redistributed freely.
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Old 07-21-2009, 06:06 PM   #66
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Why can't the patches I made be redistributed freely?

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Old 07-21-2009, 06:07 PM   #67
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I get a problem when I disable the subtitles: Those multi-part lines don't work anymore... only the first part is played.

Also some lines overlap (for example when talking to the one-eyed pirate in the Scumm Bar).

Edit:
And sorry, I still don't get how to put together a "mapping.txt". This is how the first few lines of my missing.txt look like:

Code:
Missing "jungle", add 1,0=sampleno
Missing "rowboat and oars", add 2,0=sampleno
Missing "jungle", add 3,0=sampleno
Missing "jungle", add 4,0=sampleno
Missing "jungle", add 5,0=sampleno
Multiple hits for line "It's a gross old bottle.": GUY_1_beach_1_1.mp3 - Add  6,0=228 to mapping.txt
Multiple hits for line "It's a gross old bottle.": GUY_1_beach_1_1.mp3 - Add  6,0=230 to mapping.txt
Multiple hits for line "I don't want it.": GUY_1_beach_1_2.mp3 - Add  6,1=229 to mapping.txt
Multiple hits for line "I don't want it.": GUY_1_beach_1_2.mp3 - Add  6,1=231 to mapping.txt
Multiple hits for line "I don't want it.": GUY_30_store_38_2.mp3 - Add  6,1=3923 to mapping.txt
Multiple hits for line "I don't want it.": GUY_30_store_58_1.mp3 - Add  6,1=3953 to mapping.txt
Multiple hits for line "I don't want it.": GUY_30_store_62_1.mp3 - Add  6,1=3964 to mapping.txt
Missing "bottle", add 7,0=sampleno
Missing "note", add 8,0=sampleno
Missing "Herman Toothrot", add 9,0=sampleno
Missing "beach", add 13,0=sampleno
Missing "beach", add 14,0=sampleno
Missing "crack", add 15,0=sampleno
So, the first 5 entries are probably lines, that aren't spoken but only text. So I don't add them to the mapping.txt, because they don't need to be associated with any audio-files, right?

The 6th entry is looking for the correct "It's a gross old bottle"-audio, but since those are obviously linked to the same audio-file, I just pick on of them and add 6,0=228 to the mapping.txt. Entry 6,1 (I guess ",1" is the response when trying to "pick it up") is looking for the correct "I don't want it", which should be a little easier, since I know it's said by Guybrush on the beach. So I'll add 6,1=229 to the mapping.txt, since that's the correct Guybrush line.

But what if I don't know where that line occurs? How am I supposed to know, which sample is the correct one? (Okay, sometimes the surrounding lines give clues about the place, as do the name of the audio-files)

And, do I only have to add stuff to the mappings.txt that's listed as "multiple hits" in the missing.txt?


Last edited by Laserschwert; 07-21-2009 at 06:33 PM.
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Old 07-21-2009, 06:55 PM   #68
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Why can't the patches I made be redistributed freely?
Oh I did not say that. I just wondered if there is an "official" place for them as it seems to be a bit... hidden... please if there are no objections, we should put all relevant links in the first posting.

Quote:
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I get a problem when I disable the subtitles: Those multi-part lines don't work anymore... only the first part is played.
Hmm that's bad... I am not sure if there is a way to fix it.
I guess we could either go back to merging the samples (which would bring the text and speech out of sync....), look if ScummVM would accept a patch that fixes this behavior or modify the game code so that only single lines are used.... (or find out if the tag field might be useful here too)

Quote:
Originally Posted by Laserschwert View Post
Also some lines overlap (for example when talking to the one-eyed pirate in the Scumm Bar).
Yes, I noticed that too. Not sure what to do here either. Maybe the "tags" field can be used to prevent this?!

Quote:
Originally Posted by Laserschwert View Post
So, the first 5 entries are probably lines, that aren't spoken but only text. So I don't add them to the mapping.txt, because they don't need to be associated with any audio-files, right?
Right. Those can be ignored.

Quote:
Originally Posted by Laserschwert View Post
But what if I don't know where that line occurs? How am I supposed to know, which sample is the correct one? (Okay, sometimes the surrounding lines give clues about the place, as do the name of the audio-files)
First: The second number ".,X=..." is used to determine the section when there are multiple lines in one row. Like "Hi!" "My name is Guybrush Threepwood!"

And yes, the main task is to find out where a line is said and which is the correct one. For some the context might give a hint, for other there is probably no other way but playing the game to the point where it is said.

Quote:
Originally Posted by Laserschwert View Post
And, do I only have to add stuff to the mappings.txt that's listed as "multiple hits" in the missing.txt?
In theory, yes. There might be fields with a missing sample where the proper sample exists and has to be determined.... but I think it should not happen that often.

I would say the priority should be to find the right matches for the ambiguous lines, as those are also the ones which will sound *wrong*. When there is no sample played it's not as strange as when the wrong one is played ....
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Old 07-21-2009, 07:29 PM   #69
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I think there's more problems... even with the subtitles on, the timing in some scenes is completely off, for example with the Fettucini Brothers.

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Old 07-21-2009, 07:41 PM   #70
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I think there's more problems... even with the subtitles on, the timing in some scenes is completely off, for example with the Fettucini Brothers.
Hmm strange, this particular scene seems to work fine here.
I'm using the latest SVN build of ScummVM btw....

Anyway, if somebody has some inside knowledge of the exact tag definition that (s)he is willing to share, we could probably fix some of the problems....
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Old 07-21-2009, 07:54 PM   #71
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Laserschwert, the problem's probably on your end. Are you using my patched version, latest ScummVM build, etc?

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Old 07-21-2009, 07:58 PM   #72
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I'm using the latest SVN as well, and the Fettucini's keep cutting each other's lines off. (or overlap)

But what patched version are you talking about? Obviously I've missed that...

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Old 07-21-2009, 08:02 PM   #73
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This patch:
Show spoiler

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Old 07-21-2009, 08:45 PM   #74
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Thanks, the Fettucini-part works now. But there's still the problem of multi-part lines not working with the subtitles turned off, and there are still overlaps (for example when talking to the lookout).

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Old 07-21-2009, 11:46 PM   #75
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Hmm strange, this particular scene seems to work fine here.
I'm using the latest SVN build of ScummVM btw....

Anyway, if somebody has some inside knowledge of the exact tag definition that (s)he is willing to share, we could probably fix some of the problems....
Probably not what you're asking, but I know how lip-synch tags are stored in SCUMM V5.

Warning! Techno-babble ahead

Tags are 16-bit words stored in big-endian format.

Text:
Ignoring the \xFF\x0A bits, your first four values are four bytes for the speech offset (little-endian), and the last four values are four bytes (little-endian) representing the number of lip-synch tags as modified by this formula:

(numtags << 1) + 8

e.g. To play a sample at offset 0x1234 with 2 lip-synch tags:

\xFF\x0A\x34\x12\xFF\x0A\x00\x00\xFF\x0A\x0C\x00\x FF\x0A\x00\x00


Compressed MONSTER.SOU:
The number of tags are stored for each sound, as part of the table at the start of the file. The tags themselves are written before the MP3/OGG/FLAC data (e.g. for a sound at 0x1234 with two tags, 0x1234 to 0x1238 stores the tags, and 0x1238 onwards stores the sound data).


Tag format:
Each tag is just a time position in the sound file being played (I'm not sure what measurement the position is in, maybe milliseconds, maybe not). Whenever the next tag's position is encountered, the talking animation is toggled on or off.

e.g. if there are three tags, with values 120, 240, 640, the animation timeline will play like this:
0-120: talking
120-240: not talking
240-640: talking
640-end: not talking


I think one problem is that the old SCUMM games did not support multiple speech sounds per line. Check Indiana Jones and the Fate of Atlantis, and I'm sure you'll find that all multi-line speech just uses the one sound file, and the subtitles are frequently out of synch with the sound.

Sorry I'm late to the party!
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Old 07-22-2009, 12:22 AM   #76
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Check Indiana Jones and the Fate of Atlantis, and I'm sure you'll find that all multi-line speech just uses the one sound file, and the subtitles are frequently out of synch with the sound.
As I did checked above. Thus, we should implement it the same way. If we can't split the lines in individual talking events, we have to join the samples.
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Old 07-22-2009, 04:18 AM   #77
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Do all subtitle lines have a constant display duration?

Or is there a way to modify this duration per line, possibly through a modified version of scummtr, so that it would match the length of the corresponding speech sound?
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Old 07-22-2009, 05:46 AM   #78
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Do all subtitle lines have a constant display duration?
I believe the subtitle display duration is calculated based on the length of the subtitle, modified by the global subtitle speed.
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Old 07-22-2009, 06:20 AM   #79
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(numtags << 1) + 8
Ah! That's exactly what I was missing. Thanks.

Quote:
Originally Posted by jestar_jokin View Post
Whenever the next tag's position is encountered, the talking animation is toggled on or off.
Ok, this will not help with multiple lines. I wonder if it helps with cut off samples when having the last tag >= length of the sample...

Quote:
Originally Posted by jestar_jokin View Post
I think one problem is that the old SCUMM games did not support multiple speech sounds per line. Check Indiana Jones and the Fate of Atlantis, and I'm sure you'll find that all multi-line speech just uses the one sound file, and the subtitles are frequently out of synch with the sound.
While that is true, I think we can expect people to use ScummVM when they want a proper Talkie version. And I was somehow hoping we could find a trick this way...

As said, multiple lines are in fact working fine with ScummVM only that they are messed up when the subtitles are turned off.

Well that said, the tags are definitely no solution for this problem, as they are just for lip-animation timing nothing more.

So this finally leaves us this four options:
1) Try to patch ScummVM and bring the patch upstream.
2) Modify the scripts so no more multi-lines are used.
3) Merge audio files and have out of sync subtitles.
4) Force the user to always have subtitles enabled.

Or am I missing something?

IMHO 1) or 2) are the better solutions as they should not have any negative side-effects.

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Originally Posted by jestar_jokin View Post
Sorry I'm late to the party!
Hey, the party just started
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Old 07-22-2009, 06:52 AM   #80
LogicDeLuxe
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Quote:
Originally Posted by jestar_jokin View Post
I believe the subtitle display duration is calculated based on the length of the subtitle, modified by the global subtitle speed.
There are occasions in which they are cut short, though. For instance, the introduction to the Fettucini brothers is supposed to be fast talk, Stans lines about personal problems too. And the pirate leaders "grog grog grog" and "ha ha ha" are also short for the flashing effect. There are probably more instances.
Quote:
Originally Posted by jott View Post
As said, multiple lines are in fact working fine with ScummVM only that they are messed up when the subtitles are turned off.
Couldn't we just submit a patch for ScummVM? Eventhough, it is no intended original LEC feature, it won't hurt to have this supported, I'd say.
As a side effect, this would also improve subtitle sync with FOA etc., since those have indeed the same issue.
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