The TsAGE engine for Ringworld now has sound playing! I'd be hard to pressed to express just how happy I was when I ran ScummVM and finally had correct sound playing back. I was like, Oh My God! it's finally working. After all the time spent re-implementing all the sound code from the original, and then spending nearly as much time slowly tracing through the execution of the original versus ScummVM to try and figuring out the cause of differences, it was a relief to finally have it working.
As such, the Ringworld game is that much closer to being complete. There are still a few areas left to look into, and polish up, such as:
* Sound fading isn't yet working correctly
* I need to hook the sound manager into the savegame format, and ensure playing sounds are persisted
* There are certain suspect areas in the sound manager's main _sfRethinkVoiceTypes method to review; at least one variable is being assigned to at one point and not currently being used, so I need to double check if that's really the case.
* The sound manager could use an overall clean-up.
It won't be too much longer until it's ready for public testing. Soon Larry Niven fans will be able to explore the Ringworld, and search for a way to defeat the bloodthirsty Kzins.
So what's coming next? Well, I've promised myself some time to work on Rex Nebular again, which I've somewhat neglected in my zest to have Ringworld completed. Strangerke is also enthusiastic about working on the other games that used the TsAGE engine, so I'll probably be spending some time on the game Blue Ice to determine what changes have been made to the engine, and provide a basis for being able to re-implement the game scene logic similar to what was done for Ringworld. Finally, I may offer to help out somewhat on the other games the team has received original source for. Gotta keep busy after all. :)