VOGONS


First post, by Serious Callers Only

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Not for the first time (but i can't remember the last game specifically) dosbox support for audio compression is giving me trouble... only in this case it happens even without converting to ogg.

The game is the cd version of spirit of excalibur, which has a whooping ~=700 mb of cd audio, which it uses too. Naturally i want to convert to ogg, but even before that, mounting it with wavs after ripping them with bchunk has troubles:
(the original image, which works perfectly):

FILE "soe.img" BINARY
TRACK 1 MODE1/2352
INDEX 1 00:00:00
TRACK 2 AUDIO
INDEX 0 01:52:60
INDEX 1 01:57:50
TRACK 3 AUDIO
INDEX 1 52:53:45
TRACK 4 AUDIO
INDEX 1 55:13:27
TRACK 5 AUDIO
INDEX 1 55:32:55
TRACK 6 AUDIO
INDEX 1 56:01:00
TRACK 7 AUDIO
INDEX 1 57:37:07
TRACK 8 AUDIO
INDEX 0 57:53:10
INDEX 1 58:14:20
TRACK 9 AUDIO
INDEX 1 59:02:20
TRACK 10 AUDIO
INDEX 1 60:34:30
TRACK 11 AUDIO
INDEX 1 61:05:05
TRACK 12 AUDIO
INDEX 1 61:47:05
TRACK 13 AUDIO
INDEX 0 62:14:55
INDEX 1 62:37:27
TRACK 14 AUDIO
INDEX 1 62:49:52
TRACK 15 AUDIO
INDEX 1 63:14:05
TRACK 16 AUDIO
INDEX 1 63:50:40
TRACK 17 AUDIO
INDEX 1 64:05:65
TRACK 18 AUDIO
INDEX 1 64:36:57
TRACK 19 AUDIO
INDEX 1 64:54:55
TRACK 20 AUDIO
INDEX 1 65:07:60
TRACK 21 AUDIO
INDEX 1 65:18:35
TRACK 22 AUDIO
INDEX 1 65:27:47
TRACK 23 AUDIO
INDEX 1 65:39:47
TRACK 24 AUDIO
INDEX 1 65:57:47
TRACK 25 AUDIO
INDEX 1 66:11:65
TRACK 26 AUDIO
INDEX 1 66:24:45
TRACK 27 AUDIO
INDEX 1 67:55:20

the bchunk conversion. It's easy to see it's wrong because the fanfare at the Virgin logo (the first image) is missing. The voices play, but they cutoff at the wrong time

FILE "spirit_of_excalibur.iso" BINARY
TRACK 01 MODE1/2048
INDEX 01 00:00:00
FILE "Track 2.wav" MP3
TRACK 02 AUDIO
INDEX 01 00:00:00
FILE "Track 3.wav" MP3
TRACK 03 AUDIO
INDEX 01 00:00:00
FILE "Track 4.wav" MP3
TRACK 04 AUDIO
INDEX 01 00:00:00
FILE "Track 5.wav" MP3
TRACK 05 AUDIO
INDEX 01 00:00:00
FILE "Track 6.wav" MP3
TRACK 06 AUDIO
INDEX 01 00:00:00
FILE "Track 7.wav" MP3
TRACK 07 AUDIO
INDEX 01 00:00:00
FILE "Track 8.wav" MP3
TRACK 08 AUDIO
INDEX 01 00:00:00
FILE "Track 9.wav" MP3
TRACK 09 AUDIO
INDEX 01 00:00:00
FILE "Track 10.wav" MP3
TRACK 10 AUDIO
INDEX 01 00:00:00
FILE "Track 11.wav" MP3
TRACK 11 AUDIO
INDEX 01 00:00:00
FILE "Track 12.wav" MP3
TRACK 12 AUDIO
INDEX 01 00:00:00
FILE "Track 13.wav" MP3
TRACK 13 AUDIO
INDEX 01 00:00:00
FILE "Track 14.wav" MP3
TRACK 14 AUDIO
INDEX 01 00:00:00
FILE "Track 15.wav" MP3
TRACK 15 AUDIO
INDEX 01 00:00:00
FILE "Track 16.wav" MP3
TRACK 16 AUDIO
INDEX 01 00:00:00
FILE "Track 17.wav" MP3
TRACK 17 AUDIO
INDEX 01 00:00:00
FILE "Track 18.wav" MP3
TRACK 18 AUDIO
INDEX 01 00:00:00
FILE "Track 19.wav" MP3
TRACK 19 AUDIO
INDEX 01 00:00:00
FILE "Track 20.wav" MP3
TRACK 20 AUDIO
INDEX 01 00:00:00
Show last 22 lines
FILE "Track 21.wav" MP3
TRACK 21 AUDIO
INDEX 01 00:00:00
FILE "Track 22.wav" MP3
TRACK 22 AUDIO
INDEX 01 00:00:00
FILE "Track 23.wav" MP3
TRACK 23 AUDIO
INDEX 01 00:00:00
FILE "Track 24.wav" MP3
TRACK 24 AUDIO
INDEX 01 00:00:00
FILE "Track 25.wav" MP3
TRACK 25 AUDIO
INDEX 01 00:00:00
FILE "Track 26.wav" MP3
TRACK 26 AUDIO
INDEX 01 00:00:00
FILE "Track 27.wav" MP3
TRACK 27 AUDIO
INDEX 01 00:00:00

They're both mounted the traditional way:
imgmount d "cd/spirit_of_excalibur.cue" -t iso
#imgmount d "cd/soe.cue" -t iso

Is this a known bug or am i doing something stupid here? I would have thought that the problem if not mine or the ogg library could have been avoided by using wav first, but apparently not. Do games depend on trash data to play cd audio or something?

Reply 2 of 4, by Serious Callers Only

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Yeah, i followed that.

Reply 3 of 4, by Serious Callers Only

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Curious. I tried to regenerate the cue file from cd by using CUEgen:
http://www.cs.man.ac.uk/~slavinp/cuegen.html (this removed duplicate INDEX 0 entries).
It still seems to work when mounted (after adding the right .img name part anyway).
But again, when converted to wav+iso by bchunk, things are broken. Virgin logo fanfare (TRACK 24) and intro sound is no show. Voices seem to work without 'extra' audio for at least the 3 first conversations though, which is better than before.

('new' cue file)

FILE "soe.img" BINARY
TRACK 1 MODE1/2352
INDEX 01 00:00:00
TRACK 02 AUDIO
INDEX 01 01:57:50
TRACK 03 AUDIO
INDEX 01 52:53:45
TRACK 04 AUDIO
INDEX 01 55:13:27
TRACK 05 AUDIO
INDEX 01 55:32:55
TRACK 06 AUDIO
INDEX 01 56:01:00
TRACK 07 AUDIO
INDEX 01 57:37:07
TRACK 08 AUDIO
INDEX 01 58:14:20
TRACK 09 AUDIO
INDEX 01 59:02:20
TRACK 10 AUDIO
INDEX 01 60:34:30
TRACK 11 AUDIO
INDEX 01 61:05:05
TRACK 12 AUDIO
INDEX 01 61:47:05
TRACK 13 AUDIO
INDEX 01 62:37:27
TRACK 14 AUDIO
INDEX 01 62:49:52
TRACK 15 AUDIO
INDEX 01 63:14:05
TRACK 16 AUDIO
INDEX 01 63:50:40
TRACK 17 AUDIO
INDEX 01 64:05:65
TRACK 18 AUDIO
INDEX 01 64:36:57
TRACK 19 AUDIO
INDEX 01 64:54:55
TRACK 20 AUDIO
INDEX 01 65:07:60
TRACK 21 AUDIO
INDEX 01 65:18:35
TRACK 22 AUDIO
INDEX 01 65:27:47
TRACK 23 AUDIO
INDEX 01 65:39:47
TRACK 24 AUDIO
INDEX 01 65:57:47
TRACK 25 AUDIO
INDEX 01 66:11:65
TRACK 26 AUDIO
INDEX 01 66:24:45
TRACK 27 AUDIO
INDEX 01 67:55:20

The cue that mounts bchunked iso+wav is basically the same as the second of the first post, nothing really changes in that.

Reply 4 of 4, by Serious Callers Only

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Eh. The same audio files converted from wav to ogg (with the last cue, that fixed the wrong offsets for voice audio) actually play the intro and voices.

Meaning something is probably wrong with how cue+wav is calculating length or something. Funny enough, if i try to replace a single ogg of the intro music by the corresponding wav file it plays something completely different in another file so (maybe) the game seeks by length, not by track. That must be the reason it's so sensitive (and also the reason i suspect there is something wrong in the calculation of wav track lengths).

Oh btw, in this game you probably want to use roland for music. The voice clips and some of the cd-audio is played regardless, but using for all the music makes the game have unacceptable pauses.