ISLE.EXE: Difference between revisions

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One of the first things ISLE.EXE does is attempt to create a DirectSound device and then immediately destroy it. If it fails to create one, it will wait for 500 milliseconds and try again. If it continues to fail, it will do this up to 20 times before giving up and showing an error message that it failed to find any DirectSound devices:
One of the first things ISLE.EXE does is attempt to create a DirectSound device and then immediately destroy it. If it fails to create one, it will wait for 500 milliseconds and try again. If it continues to fail, it will do this up to 20 times before giving up and showing an error message that it failed to find any DirectSound devices:


<center>[[File:SoundError.png]]</center>
<center>[[File:SoundError.png|alt=Lego Island Error. "LEGO® Island" is not detecting a DirectSound compatible sound card. Please quit all other applications and try again.]]</center>


This is a somewhat odd behavior because ISLE.EXE is not otherwise responsible for any sound-related functionality. It simply creates a device to see if it can, and then either destroys it or throws the above error if it can't create one. Presumably this is done because sound hardware was much less reliable back then, so it became necessary to attempt initializing it multiple times before it could definitively be considered a failure. However, it's not clear why this functionality could not be part of LEGO1's sound initialization routine instead, considering that's the code that actually handles all of the in-game sound.
This is a somewhat odd behavior because ISLE.EXE is not otherwise responsible for any sound-related functionality. It simply creates a device to see if it can, and then either destroys it or throws the above error if it can't create one. Presumably this is done because sound hardware was much less reliable back then, so it became necessary to attempt initializing it multiple times before it could definitively be considered a failure. However, it's not clear why this functionality could not be part of LEGO1's sound initialization routine instead, considering that's the code that actually handles all of the in-game sound.
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