Action Soccer - sound problem

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Action Soccer - sound problem

Postby dj_anubis » 2012-2-08 @ 23:32

hello

I have a problem with ACTION SOCCER from UBISOFT 1995

when I run this game, and enter to the options and then enter the sound settings, I can hear the music when I changed its volume, I cam hear kicks, when I move the volume knob of the SFX

BUT

when I am not in the sound settings, there are no sounds at all

when I start a game, I hear a really scratchy sound, and them beside the kicks, and the whistle there are no sound which means, no commentery, no music during the game and in the menus... :s-face:

anyone has an idea????

here is my dosbox.conf
Code: Select all
# This is the configurationfile for DOSBox 0.74. (Please use the latest version of DOSBox)
# Lines starting with a # are commentlines and are ignored by DOSBox.
# They are used to (briefly) document the effect of each option.

[sdl]
#       fullscreen: Start dosbox directly in fullscreen. (Press ALT-Enter to go back)
#       fulldouble: Use double buffering in fullscreen. It can reduce screen flickering, but it can also result in a slow DOSBox.
#   fullresolution: What resolution to use for fullscreen: original or fixed size (e.g. 1024x768).
#                     Using your monitor's native resolution with aspect=true might give the best results.
#                     If you end up with small window on a large screen, try an output different from surface.
# windowresolution: Scale the window to this size IF the output device supports hardware scaling.
#                     (output=surface does not!)
#           output: What video system to use for output.
#                   Possible values: surface, overlay, opengl, openglnb, ddraw.
#         autolock: Mouse will automatically lock, if you click on the screen. (Press CTRL-F10 to unlock)
#      sensitivity: Mouse sensitivity.
#      waitonerror: Wait before closing the console if dosbox has an error.
#         priority: Priority levels for dosbox. Second entry behind the comma is for when dosbox is not focused/minimized.
#                     pause is only valid for the second entry.
#                   Possible values: lowest, lower, normal, higher, highest, pause.
#       mapperfile: File used to load/save the key/event mappings from. Resetmapper only works with the defaul value.
#     usescancodes: Avoid usage of symkeys, might not work on all operating systems.

fullscreen=true
fulldouble=false
fullresolution=original
windowresolution=original
output=surface
autolock=true
sensitivity=100
waitonerror=true
priority=higher,normal
mapperfile=Action_Soccer.map
usescancodes=true

[dosbox]
# language: Select another language file.
#  machine: The type of machine tries to emulate.
#           Possible values: hercules, cga, tandy, pcjr, ega, vgaonly, svga_s3, svga_et3000, svga_et4000, svga_paradise, vesa_nolfb, vesa_oldvbe.
# captures: Directory where things like wave, midi, screenshot get captured.
#  memsize: Amount of memory DOSBox has in megabytes.
#             This value is best left at its default to avoid problems with some games,
#             though few games might require a higher value.
#             There is generally no speed advantage when raising this value.

language=
machine=svga_s3
captures=capture
memsize=31

[render]
# frameskip: How many frames DOSBox skips before drawing one.
#    aspect: Do aspect correction, if your output method doesn't support scaling this can slow things down!.
#    scaler: Scaler used to enlarge/enhance low resolution modes.
#              If 'forced' is appended, then the scaler will be used even if the result might not be desired.
#            Possible values: none, normal2x, normal3x, advmame2x, advmame3x, advinterp2x, advinterp3x, hq2x, hq3x, 2xsai, super2xsai, supereagle, tv2x, tv3x, rgb2x, rgb3x, scan2x, scan3x.

frameskip=0
aspect=TRUE
scaler=normal2x

[cpu]
#      core: CPU Core used in emulation. auto will switch to dynamic if available and appropriate.
#            Possible values: auto, dynamic, normal, simple.
#   cputype: CPU Type used in emulation. auto is the fastest choice.
#            Possible values: auto, 386, 386_slow, 486_slow, pentium_slow, 386_prefetch.
#    cycles: Amount of instructions DOSBox tries to emulate each millisecond.
#            Setting this value too high results in sound dropouts and lags.
#            Cycles can be set in 3 ways:
#              'auto'          tries to guess what a game needs.
#                              It usually works, but can fail for certain games.
#              'fixed #number' will set a fixed amount of cycles. This is what you usually need if 'auto' fails.
#                              (Example: fixed 4000).
#              'max'           will allocate as much cycles as your computer is able to handle.
#           
#            Possible values: auto, fixed, max.
#   cycleup: Amount of cycles to decrease/increase with keycombo.(CTRL-F11/CTRL-F12)
# cycledown: Setting it lower than 100 will be a percentage.

core=auto
cputype=auto
cycles=20000
cycleup=10
cycledown=20

[mixer]
#   nosound: Enable silent mode, sound is still emulated though.
#      rate: Mixer sample rate, setting any device's rate higher than this will probably lower their sound quality.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
# blocksize: Mixer block size, larger blocks might help sound stuttering but sound will also be more lagged.
#            Possible values: 1024, 2048, 4096, 8192, 512, 256.
# prebuffer: How many milliseconds of data to keep on top of the blocksize.

nosound=false
rate=44100
blocksize=1024
prebuffer=20

[midi]
#     mpu401: Type of MPU-401 to emulate.
#             Possible values: intelligent, uart, none.
# mididevice: Device that will receive the MIDI data from MPU-401.
#             Possible values: default, win32, alsa, oss, coreaudio, coremidi, none.
# midiconfig: Special configuration options for the device driver. This is usually the id of the device you want to use.
#               See the README/Manual for more details.

mpu401=intelligent
mididevice=default
midiconfig=

[sblaster]
#  sbtype: Type of Soundblaster to emulate. gb is Gameblaster.
#          Possible values: sb1, sb2, sbpro1, sbpro2, sb16, gb, none.
#  sbbase: The IO address of the soundblaster.
#          Possible values: 220, 240, 260, 280, 2a0, 2c0, 2e0, 300.
#     irq: The IRQ number of the soundblaster.
#          Possible values: 7, 5, 3, 9, 10, 11, 12.
#     dma: The DMA number of the soundblaster.
#          Possible values: 1, 5, 0, 3, 6, 7.
#    hdma: The High DMA number of the soundblaster.
#          Possible values: 1, 5, 0, 3, 6, 7.
# sbmixer: Allow the soundblaster mixer to modify the DOSBox mixer.
# oplmode: Type of OPL emulation. On 'auto' the mode is determined by sblaster type. All OPL modes are Adlib-compatible, except for 'cms'.
#          Possible values: auto, cms, opl2, dualopl2, opl3, none.
#  oplemu: Provider for the OPL emulation. compat might provide better quality (see oplrate as well).
#          Possible values: default, compat, fast.
# oplrate: Sample rate of OPL music emulation. Use 49716 for highest quality (set the mixer rate accordingly).
#          Possible values: 44100, 49716, 48000, 32000, 22050, 16000, 11025, 8000.

sbtype=sb16
sbbase=220
irq=7
dma=1
hdma=5
sbmixer=true
oplmode=auto
oplemu=default
oplrate=44100

[gus]
#      gus: Enable the Gravis Ultrasound emulation.
#  gusrate: Sample rate of Ultrasound emulation.
#           Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#  gusbase: The IO base address of the Gravis Ultrasound.
#           Possible values: 240, 220, 260, 280, 2a0, 2c0, 2e0, 300.
#   gusirq: The IRQ number of the Gravis Ultrasound.
#           Possible values: 5, 3, 7, 9, 10, 11, 12.
#   gusdma: The DMA channel of the Gravis Ultrasound.
#           Possible values: 3, 0, 1, 5, 6, 7.
# ultradir: Path to Ultrasound directory. In this directory
#           there should be a MIDI directory that contains
#           the patch files for GUS playback. Patch sets used
#           with Timidity should work fine.

gus=false
gusrate=44100
gusbase=240
gusirq=5
gusdma=3
ultradir=C:\ULTRASND

[speaker]
# pcspeaker: Enable PC-Speaker emulation.
#    pcrate: Sample rate of the PC-Speaker sound generation.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#     tandy: Enable Tandy Sound System emulation. For 'auto', emulation is present only if machine is set to 'tandy'.
#            Possible values: auto, on, off.
# tandyrate: Sample rate of the Tandy 3-Voice generation.
#            Possible values: 44100, 48000, 32000, 22050, 16000, 11025, 8000, 49716.
#    disney: Enable Disney Sound Source emulation. (Covox Voice Master and Speech Thing compatible).

pcspeaker=true
pcrate=44100
tandy=auto
tandyrate=44100
disney=true

[joystick]
# joysticktype: Type of joystick to emulate: auto (default), none,
#               2axis (supports two joysticks),
#               4axis (supports one joystick, first joystick used),
#               4axis_2 (supports one joystick, second joystick used),
#               fcs (Thrustmaster), ch (CH Flightstick).
#               none disables joystick emulation.
#               auto chooses emulation depending on real joystick(s).
#               (Remember to reset dosbox's mapperfile if you saved it earlier)
#               Possible values: auto, 2axis, 4axis, 4axis_2, fcs, ch, none.
#        timed: enable timed intervals for axis. Experiment with this option, if your joystick drifts (away).
#     autofire: continuously fires as long as you keep the button pressed.
#       swap34: swap the 3rd and the 4th axis. can be useful for certain joysticks.
#   buttonwrap: enable button wrapping at the number of emulated buttons.

joysticktype=none
timed=true
autofire=false
swap34=false
buttonwrap=false

[serial]
# serial1: set type of device connected to com port.
#          Can be disabled, dummy, modem, nullmodem, directserial.
#          Additional parameters must be in the same line in the form of
#          parameter:value. Parameter for all types is irq (optional).
#          for directserial: realport (required), rxdelay (optional).
#                           (realport:COM1 realport:ttyS0).
#          for modem: listenport (optional).
#          for nullmodem: server, rxdelay, txdelay, telnet, usedtr,
#                         transparent, port, inhsocket (all optional).
#          Example: serial1=modem listenport:5000
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial2: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial3: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.
# serial4: see serial1
#          Possible values: dummy, disabled, modem, nullmodem, directserial.

serial1=dummy
serial2=dummy
serial3=disabled
serial4=disabled

[dos]
#            xms: Enable XMS support.
#            ems: Enable EMS support.
#            umb: Enable UMB support.
# keyboardlayout: Language code of the keyboard layout (or none).

xms=true
ems=true
umb=true
keyboardlayout=auto

[ipx]
# ipx: Enable ipx over UDP/IP emulation.

ipx=false

[autoexec]
dj_anubis
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Re: Action Soccer - sound problem

Postby exofreeze » 2012-8-06 @ 13:49

Interesting. I am trying to install this game off a UBI Soft 10 game collection cd. Music works great and so does commentary, however I can't get SFX to work for the life of me. In the sound setup menu it simply makes no noise when I hit test effects.
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Re: Action Soccer - sound problem

Postby Gamecollector » 2012-8-06 @ 14:54

Well, the cd have 15 CDA tracks. So, part of the music is from these tracks, not from MIDI. At least if I disable the music in install.exe - it's still playing in game menu.
But the first trouble is the installer itself.
Ports for music cards are: 300, 320, 330, 332, 334, 336, 340, 360. No 220, no 388. How I can setup adlib or Sound Blaster properly with this?

P.S. There is a chance this game is using old ctmmsys driver..
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Re: Action Soccer - sound problem

Postby exofreeze » 2012-8-06 @ 17:49

My setup will play music no matter what port it is set to.... however it won't play SFX no matter what port/irq/dma I set it too.

Also, in the game, the volume controls don't see to function at all. Opening the volume leads to a loop for the commentators, which stays the same volume no matter which way i shift the controls.
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Re: Action Soccer - sound problem

Postby Gamecollector » 2012-8-06 @ 19:31

Music is playing in install.exe if I select "General Midi" or "Sound Blaster + Midi" - I can then set the port to 330. Actually, "Adlib" and "Sound Blaster" music IS working w/o port settings. But music is very-very silent.
Yes, volume control is working only for effects. Maybe for FM music too, but this music is too silent.
In cd version midi/fm music is starting when you select "start" (at ubisoft logo).
I still think this game need ctsb16.sys and ctmmsys.sys drivers loaded. But my old Pentium PC is long dead and VirtualPC 2004 isn't 100% sb16 compatible...

I found the another version of this game - "Action Euro Soccer 96", included with "Ubisoft Golden Volume 1". Yes, complete silence for the "Test effects".
Last edited by Gamecollector on 2012-8-07 @ 13:29, edited 2 times in total.
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Re: Action Soccer - sound problem

Postby exofreeze » 2012-8-06 @ 19:34

Well, as stated, music works fine for me. It is the sound effects I can not get to work.
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Re: Action Soccer - sound problem

Postby billy336 » 2014-2-02 @ 11:10

any solutions yet? the games collection version wont let me install in dosbox. whenever i choose install it throws me back to dosbox. when i use the original cd it lets me install but sounds dont work at all. (just whistle and some kicking sounds and scratching sounds)
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Re: Action Soccer - sound problem

Postby ripsaw8080 » 2014-2-02 @ 22:24

The CD audio volume slider works in SVN, or in 0.74 you can use the MIXER command to change the volume, but in either case a BIN/CUE image must be mounted with IMGMOUNT.

Regarding the issue with sound effects, there appears to be a bug in Action Soccer when the XMS driver reports that there is no HMA. The issue also occurs with HIMEM + EMM386 and JEMMEX if they report no HMA. However, no HMA would be an unusual situation in 1995 with HIMEM and EMM386 loaded. Run the attached workaround program in DOSBox before running the game to fake the presence of the HMA with DOSBox's internal XMS driver, which fixes the sound effects in my testing. You will need settings of xms=true and ems=true, but those are the default.
Attachments
fakehma.zip
(863 Bytes) Downloaded 134 times
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Re: Action Soccer - sound problem

Postby Gamecollector » 2014-2-03 @ 16:34

Tnx. This TSR have fixed a sound.
Asus P4P800 SE/Pentium4 3.2E/2 Gb DDR400B,
Radeon HD3850 Agp (Sapphire), Catalyst 14.4 (XpProSp3).
Voodoo2 12 MB SLI, Win2k drivers 1.02.00 (XpProSp3).
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Re: Action Soccer - sound problem

Postby remax » 2014-3-04 @ 13:59

Oh Thank you very much, i was looking for this fix for a long time!!!

It works perfectly.

I'm gonna try it on my retro rig too as i had the same problem under real dos with my SB Live
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Re: Action Soccer - sound problem

Postby PerryRhodan » 2019-7-17 @ 12:33

I know this is an old thread, but the sound is working perfectly now. Thanks for the patch ripsaw8080. Very much appreciated. :)
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