I had that issue myself when using Linux at one point, and as far as I'm aware there's no fix for it. It doesn't actually mute the sounds as such, but rather, it seems to store a few sounds up, then after a while play them all at once. Which isn't really much better. xD
Actually, you'll have to excuse me... I was actually getting mixed up, and was thinking of Lemmini! Sorry about that.
No this issue is different. The sound DOES play, but sounds wrong. volume is low and the sound is full of noise, instead of the clean "clink" sound that it's supposed to be. totally impossible to hear over the music.
Another bug. clicking nuke should play "Oh no!" sound effect when the first lemming is converted into a bomber. either that, or they all should say "Oh no!" before they explode, but the former is correct behavior. The latter would be more amusing though.
Pausing for time glitch is easy to implement. make the code that plays the intro sound and opens the trap door run even when paused. But again if we are gonna do that... might as well implement the DOS sound effects and music.
Also, amiga has sound effects in places the DOS does not, like increase/decrease rate.
SO here are what I believe the differences between the two.
Amiga has cute intro.
DOS doesn't.
DOS has FM sound effects, amiga has digital sound. Would like version with DOS musics.
Amiga has sound effects for the following things DOS does not.
Increasing/decreasing rate. pitch of sound effect depends on the rate.
Lemming falling off the bottom of the screen.
As far as I know, all other sounds are in fact present in both, including change skill, assign skill, and last 3 bricks clink. They are harder to hear over music in DOS though. Amiga has better sound.
Amiga doesn't have following glitches present in DOS.
Nuke glitch (should be configuration option)
Pausing for time (should be configuration option)
Direct drop (should be configuration option)
Continuous shrugger (assigning climber skill to a shrugging builder) this one should just stay fixed.
All other glitches are common to both.
Amiga has 2 player mode. this is technically difficult on PC, but there is a possible workaround. use gamepad support, which will put both players on an even footing.
Amiga has cute hand cursor in menus, and cute sleeping lemming cursor during loading. DOS only has cursor during levels, and doesn't accept mouse anywhere else. we should use amiga method and allow mouse throughout.
Amiga has navy blue sky in most levelsets. DOS only has black sky. May be true of ALL levels, or all but special levels.
Amiga has graphics that DOS is missing in certain levels. Levels set completely over water have the water removed to make it easier on your poor 386 cpu.
Modern computers can take it, so we should restore the gfx.
Most levels, except for We All Fall Down Mayhem that have 80 in DOS have 100 in Amiga.
Resolution is the same, 320x200.
Other graphical changes. Amiga looks better.
Scrolling system is different on Amiga. you can scroll faster by using right mouse button, but normal scroll is slower then DOS.
Some level requirements and skills are different. requires A/B comparison.
right mouse button for making NON assigned lemming priority DOES exist on both.
Amiga version changes skills using z/x or cursor keys. PC lets you change skills with function keys. We can support both methods.
Amiga version is P to pause. it's f11 on pc. we should go PC, or support both.
There is no escape to abort on Amiga. you MUST click nuke! We should go PC on this for the best version of lemmings.
CANNOT change release rate or skills while paused on Amiga! you can only scroll the screen or click the map to jump. CAN do both in DOS (we should go DOS for this one)
Feature requests.
1) visible sound effect for builder clink (optional, feature from Windows Lemings)
2) choice of boing or yippee for level exit.
3) fast forward behavior like Windows version. actual fast forward instead of 10 second skip.
4) DOS music.
5) configuration options for switching between Amiga and DOS behaviors when they are different.
6) gamepad support
suggest following buttons, in order of priority.
Left Mouse
Right Mouse.
(those two work like those buttons in every way)
active skill shift left
active skill shift right
release rate up
release rate down
paws (start button)
nuke. (select button press twice)
abort (start+select)
fast forward
most modern gamepads give you 10 buttons. this is nine.
minimal button mapping should be
Left button (can be used to change skills, allow usage while paused)
Right Button
paws
everything else can be done with cursor, if we allow it's use while paused everywhere in game.