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Full Adlib sounds only support
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PostPosted: Sun Feb 29, 2004 4:27 pm
   Subject: Full Adlib sounds only support
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*read topic name*

unless you wish to code it so it plays 16 bit sounds........My sound card has been "racist" with 8-bit sounds. makes me mad when I cant hear an SS sneak up behind me Angry. And yes i tried everything you said and I just think its Windows 98 itself thats doing the evil.
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PostPosted: Sun Feb 29, 2004 5:32 pm
   Subject: Re: Full Adlib sounds only support
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My question for you is, what does this have to with "Our Projects" ? Confused
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PostPosted: Sun Feb 29, 2004 5:45 pm
   Subject: Re: Full Adlib sounds only support
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TheTalentedMrLeo wrote:
My question for you is, what does this have to with "Our Projects" ? Confused


I guess maybe he thinks that MCS will rewrite the sound section of the code in EoD so that he can hear the sounds on his machine... Don't think there's much of a chance of that happening...

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PostPosted: Sun Feb 29, 2004 5:49 pm
   Subject: Re: Full Adlib sounds only support
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BrotherTank wrote:
TheTalentedMrLeo wrote:
My question for you is, what does this have to with "Our Projects" ? Confused


I guess maybe he thinks that MCS will rewrite the sound section of the code so that he can hear the sounds on his machine... Don't think there's much of a chance of that happening...


yeah I know MCS would not likely do that. In other words I wish to have full adlib sound support so i dont need to see this:

End of Destriny error!
the error is:
PlaySND_BadInstrament
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PostPosted: Sun Feb 29, 2004 5:51 pm
   Subject: Re: Full Adlib sounds only support
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End of Destiny isn't even released yet. Rolling Eyes
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PostPosted: Wed Mar 03, 2004 8:12 pm
   Subject: Re: Full Adlib sounds only support
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Brothertank wrote:
I guess maybe he thinks that MCS will rewrite the sound section of the code in EoD so that he can hear the sounds on his machine... Don't think there's much of a chance of that happening...

Why not? I tried the game without the Digitized Sounds - and I see what you mean Gex. Smile

It seems that when MCS assigned new sounds for special objects (mines, locked doors), he only added the digitized sounds... the adlib ones remain blank. A zero-length sound automatically makes the game bomb out with an error when it's being played. Since the headers that are directed to these sounds are hard coded into the exe, the easiest way to fix the bug is to add some sounds for where the special objects are directed to in the Audiohed.rip file itself (chunks 162, 163, etc.). Here's an example... just unzip this to your Spearres folder; replacing the old files:

http://www.canadianphilatelics.com/choksta/SR_audio.zip

All I did was add a faint boom sound to the first 10 blank segmants; so it has something valid to play. Now it shouldn't give you the "Bad Sound Number" error (which you'll probably get in EoD too, unless they adjust the slots). Let me know if that works!
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PostPosted: Mon Mar 08, 2004 3:42 pm
   Subject: Re: Full Adlib sounds only support
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It fixes everything but one:

that is the Angel of Death level and i'm thinking its the ambient sounds that crash me.
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