First post, by krcroft
- Rank
- Oldbie
When DOSBox is set to sbtype = sb16, the attached audio sawtooth 'pop' is generated at the ~4s mark during start up of the CD-Audio version of Monkey Island 1. (Graph units: x-axis is time in seconds, y-axes are left and right channels showing signed 16-bit magnitude sample values).
This doesn't occur (stays quiet) when other sbtype's are used. Depending on your audio equipment, you might have to turn up the volume to hear it (or in some cases, it comes through loud-and-clear).
The backtrace that generates it is:
MixerChannel::AddSamples<unsigned char, false, false, true> (this=0x55555a6f1fa0, len=1, data=0x555558733b00 <sb+64> "")
MixerChannel::AddSamples_m8 (this=0x55555a6f1fa0, len=1, data=0x555558733b00 <sb+64> "")
GenerateDMASound (size=1)
END_DMA_Event (val=1)
PIC_RunQueue ()
Normal_Loop ()
DOSBOX_RunMachine ()
(I don't have real hardware to check if this is just some nuance of the game itself causing this)