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So, whenever I perform a close-up examination of something in the game (like the emergency generator at the UNIIC), if Crispin happens to be in motion at the time the close-up window appears, then his travel humming noise will keep on playing for as long as I am in examination mode. Does this happen with everyone else who has played the game, or is it just me?
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ThreeSon: So, whenever I perform a close-up examination of something in the game (like the emergency generator at the UNIIC), if Crispin happens to be in motion at the time the close-up window appears, then his travel humming noise will keep on playing for as long as I am in examination mode. Does this happen with everyone else who has played the game, or is it just me?
I haven't heard of that glitch before, but it's the kind of thing I could see happening (given how the code is set up) and also the kind of thing that might never get reported/fixed during testing. Sorry for the annoyance! I'll put it on our next-patch to-do list.
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ThreeSon: So, whenever I perform a close-up examination of something in the game (like the emergency generator at the UNIIC), if Crispin happens to be in motion at the time the close-up window appears, then his travel humming noise will keep on playing for as long as I am in examination mode. Does this happen with everyone else who has played the game, or is it just me?
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gogaccount111: I haven't heard of that glitch before, but it's the kind of thing I could see happening (given how the code is set up) and also the kind of thing that might never get reported/fixed during testing. Sorry for the annoyance! I'll put it on our next-patch to-do list.
Ah, thank you. This is obviously not a big deal if it doesn't get fixed, since I can just play around it. But it's good to know you're aware of it. Let me know if you need any other info. My current specs:

Win7 Pro 64-bit SP1
Core i7-3770K 3.50 Ghz (not OC)
Geforce GTX 680 (314.22)
16 GB ram
Realtek ALC898 onboard audio (6.0.1.6657)

It's so nice to have a GOG forum where the game devs are present.

EDIT: The issue also occurs for the inventory screen as well (opening the inventory while Crispin is moving will also cause his travel sound to continue playing until I close the window)

EDIT 2: If it's useful, there's also another 'bug' I'm getting that may be related to this one - When starting up the game, the title music will occasionally skip and stutter for a few seconds during the Wadjet Eye / Wormwood logo screens and at the main menu (sounds like a scratched up audio CD would when trying to play it). The game also freezes up while this is going on. This has only happened 50% of the time, and if I exit the game and immediately restart it, everything goes fine, so I doubt it has any relevance. But just in case.
Post edited May 11, 2013 by ThreeSon
Huh. I wonder if there's an audio setting you can adjust that might fix things. Have you fussed around with the winsetup.exe program?
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gogaccount111: Huh. I wonder if there's an audio setting you can adjust that might fix things. Have you fussed around with the winsetup.exe program?
Yes. Among the options I have - selecting "default Waveout device" caused a horrible static noise right from the opening screen, so I couldn't use it to play with (and the in-game problem is still there even if the static weren't an issue). And there appeared to be no difference between the "default Directsound device" and "Directsound hardware mixing" options.

I'm curious as to what it should sound like, as designed. On your PC - If you open the inventory while Crispin is moving, does his travel hum immediately stop (even though he is still moving), or does it continue to play until he has reached his destination and then stop (even though the inventory is still open)?
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ThreeSon: I'm curious as to what it should sound like, as designed. On your PC - If you open the inventory while Crispin is moving, does his travel hum immediately stop (even though he is still moving), or does it continue to play until he has reached his destination and then stop (even though the inventory is still open)?
I tested it, and you're absolutely right about the Crispin-move-sound glitch. My guess is that no one ever noticed it in testing because it's sufficiently subtle with the music there, and most people didn't spend enough time in the inventory to notice that sound continuing past the point when it should have stopped. I'll put it on our list of things to fix if we push out another patch. The proper behavior is that the sound should stop when Crispin stops.

No idea on the intro music, but as you mention it, I've noticed that, too. I always assumed it was because AGS had an unreasonably hard time fading graphics in and out.
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ThreeSon: I'm curious as to what it should sound like, as designed. On your PC - If you open the inventory while Crispin is moving, does his travel hum immediately stop (even though he is still moving), or does it continue to play until he has reached his destination and then stop (even though the inventory is still open)?
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gogaccount111: I tested it, and you're absolutely right about the Crispin-move-sound glitch. My guess is that no one ever noticed it in testing because it's sufficiently subtle with the music there, and most people didn't spend enough time in the inventory to notice that sound continuing past the point when it should have stopped. I'll put it on our list of things to fix if we push out another patch. The proper behavior is that the sound should stop when Crispin stops.

No idea on the intro music, but as you mention it, I've noticed that, too. I always assumed it was because AGS had an unreasonably hard time fading graphics in and out.
Well, it's a relief to know it's not just me. It is odd that no one mentioned it before. I guess it stuck out to me because the music in the game is so good that hearing the excess travel noise got in the way of being able to listen to the lovely soundtrack.
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ThreeSon: Well, it's a relief to know it's not just me. It is odd that no one mentioned it before. I guess it stuck out to me because the music in the game is so good that hearing the excess travel noise got in the way of being able to listen to the lovely soundtrack.
Ha! I'll let Nathaniel (the composer) know how the bug was discovered. He'll be pleased. :)
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ThreeSon: Well, it's a relief to know it's not just me. It is odd that no one mentioned it before. I guess it stuck out to me because the music in the game is so good that hearing the excess travel noise got in the way of being able to listen to the lovely soundtrack.
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gogaccount111: Ha! I'll let Nathaniel (the composer) know how the bug was discovered. He'll be pleased. :)
It's been quite a while. I don't suppose a fix for this is still in the cards?
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gogaccount111: Ha! I'll let Nathaniel (the composer) know how the bug was discovered. He'll be pleased. :)
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ThreeSon: It's been quite a while. I don't suppose a fix for this is still in the cards?
Look! A three-headed monkey!

In short: I don't think so. I believe the glitch actually *is* fixed, it's just that the likelihood of us pushing out another build is almost zero. The coder has been serving a tour in the Greek military, but I believe when I broached this months ago the concern was that the fix would break saves again. I can circle back and check on it, though -- maybe there's still a way to fix it.

On the upside we have a German translation of "Fallen"? :/
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ThreeSon: It's been quite a while. I don't suppose a fix for this is still in the cards?
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WormwoodStudios: Look! A three-headed monkey!

In short: I don't think so. I believe the glitch actually *is* fixed, it's just that the likelihood of us pushing out another build is almost zero. The coder has been serving a tour in the Greek military, but I believe when I broached this months ago the concern was that the fix would break saves again. I can circle back and check on it, though -- maybe there's still a way to fix it.

On the upside we have a German translation of "Fallen"? :/
Thanks for checking on it. I've been putting off playing the game so far, for exactly that reason - not wanting to worry about a new save. So at least for me it wouldn't be a problem, though I wouldn't want to be the one that deals with the complaints from the people it will affect.
You probably should not wait for a patch. You should be able to work around the issue to some degree; there really aren't that many times where it will disturb your gameplay experience, even with your very fine ear. I have no idea when we'll push out another update, and I'd hate for you to wait indefinitely. If the sound is driving you crazy to the point you can't play as it is, I'm happy to look into getting you a refund!
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WormwoodStudios: You probably should not wait for a patch. You should be able to work around the issue to some degree; there really aren't that many times where it will disturb your gameplay experience, even with your very fine ear. I have no idea when we'll push out another update, and I'd hate for you to wait indefinitely. If the sound is driving you crazy to the point you can't play as it is, I'm happy to look into getting you a refund!
I don't think that will be necessary, but thanks all the same.
I have similar problem with audio. I was walking out of the subway, then I decided to check back, so I immediately enter the subway again before the character finished its movement, then the subway audio gets louder.

Then I stupidly repeat those process several times (without manually save the game first) to confirm it's the subway sound, thinking that simply reloading or restarting the game should fix it.

Now everywhere in the city there's a loud subway ambiance sound :D

I have the save game file if you are interested to check: https://www.dropbox.com/s/dyluhq6fx7hzctz/Saved%20Games.zip
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aurodeus: I have similar problem with audio. I was walking out of the subway, then I decided to check back, so I immediately enter the subway again before the character finished its movement, then the subway audio gets louder.

Then I stupidly repeat those process several times (without manually save the game first) to confirm it's the subway sound, thinking that simply reloading or restarting the game should fix it.

Now everywhere in the city there's a loud subway ambiance sound :D

I have the save game file if you are interested to check: https://www.dropbox.com/s/dyluhq6fx7hzctz/Saved%20Games.zip
Thanks. I'll pass them along to the coder. I assume quitting the game (i.e., closing the software) and then running it again clears the sound issue, right?