going by the above logic, I should have thought it wouldn't make a difference, it'd still run because I can't imagine the principle game data being different, just the executable's handling of missing samples (floppy version should ignore it, CD version should not.?) My logic was that if ScummVM tried to reference one of these samples that isn't present in the smaller SOU, it'd fail because as far as it's concerned, it *should* be there. I assumed that the index in MONSTER.SOU specified which samples were present where so the same SCUMM files could be used to point to the samples in the MONSTER.SOU, and that different offsets would direct to the locations of the files wherever they might be. I don't think they're not in the same order IIRC the first few samples in Sam 'n' Max's MONSTER.SOU are the possible answerphone messages, whereas the only samples in the floppy version are those needed for the intro. Since I don't have any of the floppy versions, I can't check. That could be, but I wouldn't count on it. that they're stored at the beginning of the larger file, in the same order and at the same sound quality. You're assuming that all he sounds in the smaller file appear at the same offsets in the larger file, i.e. (I haven't looked at the code, though, I couldn't possibly say for certain, nor do I have a copy of the floppy SOU files to try it out with) I think if you were to play mix 'n' match, it'd work right up to the point where ScummVM tried to play a sample that wouldn't be found in the smaller SOU file and fail with whatever the 'sample not found' error is. Since the compress tools don't touch game data, only the SOU file, there must be some kind of index there. compress to MP3 or OGG) which would mess up all of the pointers. It must be driven by the contents of the MONSTER.SOU file because you can still compress it (e.g. ![]() ![]() the SCUMM script says to play sample 143 and it looks up where 143 starts in the SOU file. I think there is some kind of index at the start of the MONSTER.SOU file to specify the position of each sample, e.g. ![]() So taking the monster.sou file from one game and trying to use it in another will almost certainly never work. the script has to know exactly at what position in the file the sound starts.
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