Author Topic: Sound Problem  (Read 5365 times)

Xordan

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Re: Sound Problem
« Reply #15 on: April 28, 2006, 09:09:03 am »
Hargoth: Looks like you have a file missing.

DracoDanube: Ah, interesting. I'll pass that on.

Kelirance

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Re: Sound Problem
« Reply #16 on: April 28, 2006, 06:38:59 pm »
I have a slightly different sound problem...
It's weird the startup sounds work until I enter the game then most of the time the sound stops working (just no sound).
I'm using ALSA on AMD64 and DMIX software mixing

kmare

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Re: Sound Problem
« Reply #17 on: April 28, 2006, 09:34:19 pm »
same problem here.. :(

Hargoth

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Re: Sound Problem
« Reply #18 on: April 29, 2006, 06:09:03 am »
I solved part of my problem.  I have good sound now.

rm /usr/local/games/planeshift/libs/libasound.so.2
rm /usr/local/games/planeshift/libs/libasound.so.2.0.0

Let the game use the system versions.

EDIT:

After a few hours of testing:

1.  Still lots of random seg faults preceded by hundreds of lines like -- hit!beam!
2.  Twice, the sounds just seemed to stop after a while, but this is unclear because both times as soon as I noticed that sounds weren't playing, I got a seg fault. :(

I would like to build the source with globals left in and run it under a code analyzer to see if there is a consistant point of failure, but I need to do some kernel testing (issues with multicasts over wifi) and so I cannot downgrade enough stuff to get planeshift to build.
I did run some straces against it, but the results are inconclusive:
Everything looks normal and then:

[pid  2730] gettimeofday({1146186829, 581948}, NULL) = 0
[pid  2730] gettimeofday({1146186829, 581984}, NULL) = 0
[pid  2730] gettimeofday({1146186829, 582024}, NULL) = 0
[pid  2730] --- SIGSEGV (Segmentation fault) @ 0 (0) ---
[pid  2732] <... futex resumed> )       = -1 EINTR (Interrupted system call)
[pid  2738] <... select resumed> )      = ? ERESTARTNOHAND (To be restarted)
[pid  2732] +++ killed by SIGSEGV +++
Process 2732 detached
[pid  2738] +++ killed by SIGSEGV +++
Process 2738 detached
Process 2730 detached


Not a clue as to where it failed. :(
« Last Edit: April 29, 2006, 08:10:06 am by Hargoth »

scatha

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Re: Sound Problem - I did the update, still trouble
« Reply #19 on: April 30, 2006, 11:06:28 pm »
I had the same problem as others before the update

Now, using OSS, I run into the bug

*** glibc detected *** double free or corruption (!prev): 0x08ebd8f0 ***

( i am using the line
  SndSys.Driver = crystalspace.sndsys.software.driver.oss
  when i change it to
  SndSys.Driver = crystalspace.sndsys.software.driver.alsa
  there is no sound
)

eiffel56

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Re: Sound Problem
« Reply #20 on: May 11, 2006, 04:40:16 pm »
What´s the actual situation now?
I´ve waited so long,and there is no sound anywhere.Not with ALSA,not with OSS(the game just doesn´t starts).

Yamakuzure

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Re: Sound Problem
« Reply #21 on: May 17, 2006, 09:25:01 am »
Hello!

I have had some problems with the sound, too. This is what worked for me:

My machine is running KDE 3.4. In the Controlcenter-->Sound&Multimedia-->Sound-System-->Hardware I enabled auto detection, Full duplex and 16 bit quality. The Arts Soundserver is running realtime. (suid root)

As I built from CVS Snapshots using the Easy-Planeshift Build-Scripts (http://laanx.fragnetics.com/index.php?page=linux) because there where no other way to get Planeshift running under Gentoo for me, I edited the psrun-script to call commands using "artsdsp -m <command>". Since then all problems have gone, no matter whether I am using Alsa or OSS, aRts just handles everything fine. (As a matter of fact this method fixed alot of other sound issues on my machine, too! Without artsdsp I had alot of problems with eternal-lands, enemy-territory, quake3, briquolo and daitonin!)

Oh! One thing: I am using a 2.6.16 kernel with alsa compiled as modules with oss legacy support. (AC97 onboard!)

As all distros seem to be rather different, this method might not work for you at all, so no warrenty given! ;-)

Greetz

Yama
Resistere Inutile Est

Vanzeemeer

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Re: Sound Problem
« Reply #22 on: May 19, 2006, 07:08:34 pm »
Strange I don't have this problem when using a soundblaster pci 128 but I have when using sblive 5.1 Live! Could it be because Sblive is multitasking while sb pci 128 can only handle one at a time?

Vanzeemeer

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Re: Sound Problem
« Reply #23 on: May 20, 2006, 06:05:52 pm »
Replying on myself: I get sound when I in psclient.cfg

; Linux - OSS sound system
;SndSys.Driver = crystalspace.sndsys.software.driver.oss

take away the ; before ;SndSys.Driver = crystalspace.sndsys.software.driver.oss

Weather in this case I get a segfault sooner or later like:

xxx@xxxx[~/ps/planeshift]$ ./psclient
DEBUG: Software Renderer Initializing..
NOTIFY: Configured for driver [cristalspace.sndsys.software.driver.oss]

planeshift.application.client:
  Planeshift Crystal Blue
  This game uses Crystal Space Engine crated by Jorrit and others
  0.99 r0 [Unix-x86-GCC]
ALL LOGS are off .
Mounting Skin: /this/art/skins/elves.zip
Mounting Skin: /planeshift/artskins/base/client_base.zip
  psEngine initialized.
Using fontsize 20 for resolution 1280x1024
Segmentatie fout


Must say that my system is configered for alsa basicly but when I change OSS in that line to alsa there is no sound either.

Bigglez

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Re: Sound Problem
« Reply #24 on: May 23, 2006, 10:10:14 am »
Well, I just tried PS again to see if the sound was back. Nope.
 ???
I tried using the psclient.cfg that I used in the last version I used and it reports:
WARNING: could not load plugin 'crystalspace.sound.render.openal'
WARNING: could not load plugin 'crystalspace.sound.loader.multiplexer'
WARNING: could not load plugin 'planeshift.sound.soundmanager'

So, I guess things have changed and openal is not used anymore?

Any news on the no-sound front?

DracoDanube

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Re: Sound Problem (solved partially).
« Reply #25 on: May 29, 2006, 12:22:39 pm »
I seem to have partially fixed the sound problem on Linux.

In the options select Sound from the Options menu and un-select 'Actions sounds'.

Then click the Save button.

I tried different combinations of the sound buttons on the Sounds options panel and this combination seems stable, everything but the 'Actions sounds' and I have not 'Mute sounds on focus loss'.

When you are in battle, the battle music will stop abruptly when you finish your fight. Don't panic :-)

Draco.


Thedrish

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Re: Sound Problem
« Reply #26 on: June 06, 2006, 12:19:55 pm »
Somehow, this has not been fixed.
At least the updater doesn't handle it (yet)..

Sometimes I fire up PS and get the welcome music, but when the game is loaded, it becomes quiet...
Thedrish Urthadar
Knights Commander of The Lost Knights

lazy-r

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Re: Sound Problem
« Reply #27 on: July 01, 2006, 09:56:11 am »
Yeps, just the same here: no sound with alsa, crashes with oss.
I also tried Jack soundsystem, but it seems like this was not compiled into the binary  :(

I really really really hope this is fixed in 0.3.015. I just can't wait...  8)

Xordan

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Re: Sound Problem
« Reply #28 on: July 01, 2006, 11:17:32 am »
Several sound bugs have been fixed in 0.3.015, so sound should work! :) Maybe some tweaking might be needed in the cfg files to select the right driver (alsa or oss) for you (if not detected automatically), but other than that it should work out of the box.

Kelirance

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Re: Sound Problem
« Reply #29 on: July 03, 2006, 10:12:14 am »
I can't wait getting the new client  :woot:

Thnx to Xordan for the good work  :flowers: