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[03:03] <ScummBot> Port build status changed with 55049c5b: Failure: master-iphone
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[03:10] <Lightkey> /o\
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[05:43] <GitHub28> [scummvm] Kirben pushed 1 new commit to master: http://git.io/vTUKR
[05:43] <GitHub28> scummvm/master 3d72bcf Kirben: CINE: Add English DOS demo of Operation Stealth.
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[05:49] <GitHub133> [scummvm-web] Kirben pushed 1 new commit to master: http://git.io/vTU6I
[05:49] <GitHub133> scummvm-web/master ca51bf5 Kirben: WEB: Add English DOS demo of Operation Stealth.
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[06:10] <GitHub161> [scummvm-web] Kirben pushed 1 new commit to master: http://git.io/vTU1k
[06:10] <GitHub161> scummvm-web/master fa08a59 Kirben: WEB: Update compatibility for Lure of the Temptress, due to known sound issues.
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[07:41] <eriktorbjorn> Odd... The speech in the in-progress version of The Case of the Serrated Scalpel has been sounding distorted for days, and now all of a sudden it doesn't. Then again, the wave form still looks like this, so I assume there's still *something* wrong about it: http://www.update.uu.se/~d91tan/ScummVM/coff101.png
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[07:48] <wjp> Heh, that looks bad
[07:48] <wjp> Badly decoded differentials?
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[07:54] <eriktorbjorn> wjp: I have no idea. I don't really understand the decodeSample() function, though it looks a bit like what's described at http://wiki.multimedia.cx/index.php?title=Creative_8_bits_ADPCM
[07:56] <wjp> Yeah, looks similar
[07:56] <eriktorbjorn> So that note about how the information may be incorrect is, of course, a bit worrying...
[07:58] <wjp> Also irrelevant since there's no real reason to look at that :-)
[07:59] <wjp> We need the decoder from sherlock anyway

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[08:10] <eriktorbjorn> wjp: Well, I can't be of any help there.
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[08:13] <eriktorbjorn> wjp: The output from DOSBox looks nice and centered, so I guess it's probably a ScummVM bug rather than a bug in the audio data.
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[08:26] <m_kiewitz> eriktorbjorn: which game are you talking about?
[08:39] <wjp> Sherlock

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[08:51] <m_kiewitz> wjp: my copy has arrived at DJWillis, soon I will be able to help out
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[08:57] <waltervn> morning
[08:57] <m_kiewitz> morning, walter
[09:06] <eriktorbjorn> m_kiewitz: As wjp said, The Case of the Serrated Scalpel. Something about the audio decoder seems buggy.
[09:06] <m_kiewitz> can you extract the problematic audio file?
[09:07] <m_kiewitz> i originally wrote a commandline decoder for windows
[09:07] <m_kiewitz> and that seemed to work with the sample data that i got
[09:07] <eriktorbjorn> m_kiewitz: This is what one of the decoded speech files looks like for me if I import it into Audacity. I *think* I used the correct parameters: http://www.update.uu.se/~d91tan/ScummVM/coff101.png

[09:07] <m_kiewitz> 32-bit float?
[09:08] <eriktorbjorn> m_kiewitz: I imported it as Unsigned 8-bit PCM, mono, 11025 Hz.
[09:09] <m_kiewitz> that works for me
[09:09] <m_kiewitz> what's wrong with it on your side?
[09:09] <eriktorbjorn> Strangely enough, when I tried it yesterday it sounded distorted. This morning, it sounds ok, except for a very noticeable "pop" at the end. But it still looks weird in Audacity.
[09:10] <eriktorbjorn> By distorted I mean I only heard parts of it.
[09:10] <m_kiewitz> hmm, i'm getting a pop on at least one of my test examples too
[09:11] <eriktorbjorn> I guess the "pop" could be because it jumps from the far negative end to 0.
[09:11] <m_kiewitz> im not sure how good the sound played in the original interpreter
[09:11] <eriktorbjorn> If I record the output from DOSBox, it looks nice and centered.
[09:11] <m_kiewitz> at least i can clearly understand everything
[09:11] <m_kiewitz> can you record the Dosbox audio for me?
[09:11] <m_kiewitz> so that i can compare it
[09:12] <eriktorbjorn> Well, I can only get the final output, that's mixed with music...
[09:12] <m_kiewitz> you can't disable music?
[09:12] <eriktorbjorn> Not sure. Let me check...
[09:12] <m_kiewitz> will send you a .wav file of one of my decoded files
[09:14] <eriktorbjorn> Disabling the music doesn't seem to affect the intro. It still plays music there.
[09:14] <eriktorbjorn> Maybe I can change the music to something that doesn't play on my computer...
[09:15] <eriktorbjorn> That worked. Now I just have to wait for the intro to finish...
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[09:28] <t0by> eriktorbjorn, are you by any chance using pulseaudio?
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[09:29] <eriktorbjorn> t0by: Yes. Haven't decided whether or not I need it yet, but...
[09:29] <t0by> Because sometimes pulseaudio clients on my machine fail to set the correct rate.
[09:29] <eriktorbjorn> t0by: It could account for the distorted playback, but not for the distorded decoding.
[09:29] <t0by> Oh, k, nevermind.
[09:30] <eriktorbjorn> The screenshot comes from importing the output buffer from the audio decoder into Audacity, not from the playback.
[09:42] <WooShell> good meowning =^.^=

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[09:53] <GitHub89> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vTTW7
[09:53] <GitHub89> scummvm/master a6ceee0 Martin Kiewitz: SCI: qfg1vga: fix script patch sneak into castle...
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[11:33] <m_kiewitz> god damnit, he is hiding again!!!
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[11:48] <Strangerke> :P
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[15:44] <elQuotho> Does ScummVM have a style convention for initialisation lists?
[15:47] <dreammaster> I don't remember something specifically for that, but there are the general Code Formatting Conventions and and Coding Conventions at http://wiki.scummvm.org/index.php/Developer_Central
[16:00] <elQuotho> Yeah, it's not mentioned, but thanks.
[16:02] <dreammaster> You can also look at the existing engines, see how they're formatted
[16:03] <dreammaster> For example, here's how I do it in the latest Sherlock engine: https://github.com/dreammaster/scummvm/blob/sherlock/engines/sherlock/scalpel/scalpel.cpp
[16:04] <dreammaster> It follows our rules for curly braces and spacing, so any initialization list should look more or less similiar
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[16:07] <elQuotho> I see, thanks for the sample.
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[16:20] <elQuotho> Could you recommend any particularly well-done engines I should focus on for style and organization?
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[16:25] <dreammaster> Well, in general, I'd recommend picking ones that only support a single game. That way, you don't have the complexities of multi-game support in the engine to worry about.
[16:25] <dreammaster> I think most of the more recent engines are fairly well written and organised.
[16:26] <dreammaster> Admittantly it's one I wrote, buy Voyeur may be a good example.. it's one of my more recent ones, so I'm not making too many mistakes (hopefully :) ) anymore, and because it only supports a single game, it's fairly straightforward
[16:30] <elQuotho> Heh, OK, Sherlock and Voyeur -- but in the interest of diversity, what's one other that you didn't write but thought was well written? :)
[16:31] <dreammaster> I understand the Toonstruck engine is fairly compact, so that might be a good one. Or touche or tucker
[16:34] <elQuotho> Cool, that's plenty, thanks.
[16:34] <dreammaster> Have fun :) I'm going AFK to have lunch. But there's probably others around that can answer any other questions you might have.
[16:34] <elQuotho> Sure, enjoy your lunch.
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[16:49] <GitHub132> [scummvm] m-kiewitz pushed 1 new commit to master: http://git.io/vTIGC
[16:49] <GitHub132> scummvm/master 3b092e5 Martin Kiewitz: SCI: identifyOffsets() counter variables
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[18:02] <dreammaster> re
[18:03] <dreammaster> I think Sherlock's in a pretty good state for merging at this point.. it's really only waiting on music support, and we could go straight into testing.
[18:04] <dreammaster> wjp's already given merge approval. Can I can a secondory approval?
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[18:17] <LordHoto> dreammaster: Our rules state that everybody needs to comment on it, so a second approval won't really help much at this point.
[18:20] <dreammaster> Errrmmm.. okay. I'll leave it for now and hope that "everbody" necessary is able to comment on it soon, then
[18:22] <LordHoto> Let's hope that is the case.
[18:24] <LordHoto> elQuotho: If you worry about coding style (formatting etc.), the best idea is probably to look at code from common/, graphics/ etc. These are the most widely used parts, and since many people read them when getting familiar with our code base and when working on their engines, they probably have the best chances to match our official standards.
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[18:36] <elQuotho> LordHoto: Cool, will do.
[18:38] <LordHoto> elQuotho: Of course if you find places, which obviously fail to follow the style from our wiki, you are free to open a pull request to fix them.
[18:39] <dreammaster> Every little bit helps, indeed
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[18:58] <elQuotho> I'd be happy to.
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[19:52] <m_kiewitz> Half in the Bag: Mad Max: Fury Road -> https://www.youtube.com/watch?v=KP-6ewtJcdk
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[00:00] --- Mon May 18 2015