http://bugs.winehq.org/show_bug.cgi?id=51502 --- Comment #5 from balf raric <balf.raric@proton.me> --- Hi :) I've just stumbled upon the loopy sfx problem in Civ3. First of all, there is a less drastic temporary method of unlooping a stuck sound than save>restart (as suggested by Max Mad). Simply turning sfx off and back on again in preferences menu does the trick. There is also a more graceful and robust solution, I've found. Editing the problematic .wav files with audacity so their length is just under 3 seconds seems to work fine. Few hours into the game, I have only had problems with Hawk.wav and LoveTheKing.wav, both of which no longer loop after the trim + fadeout edit. For the lazy cnuts among us, I've added edited files to attachments. One goes to ./Sounds/LoveTheKing.wav, the other to ./Sounds/Ambience Sfx/Hawk.wav Offtopic side notes: - to make game run neatly in fullscreen mode, I've added KeepRes=1 to ./Conquests/conquests.ini - also added PlayIntro=0 just to skip skipping intro every time I run the game but not a real issue - to resolve the black map issue, I've created an empty ./Conquests/lib32/libOSMesa.so.8 file with touch and I'm running game with LD_LIBRARY_PATH=./lib32/ wine Civ3Conquests.exe in ./Conquests as working directory (https://bugs.winehq.org/show_bug.cgi?id=41930) Having implemented all of above, game runs smooth (so far). My config: Debian GNU/Linux 12 (bookworm) Linux 6.1.0-44-686-pae wine-8.0 (Debian 8.0~repack-4) Civilization III Complete v1.22 (gog) -- Do not reply to this email, post in Bugzilla using the above URL to reply. You are receiving this mail because: You are watching all bug changes.