![]() 'SDL_AUDIODRIVER=dsafd supertux' had sound, so I'm going to disregard this game for the moment, at least for this bug report and as long as we are focusing in on sdl-mixer. Again, there is no static at all with oss/dsp. It was more obvious after I turned off the music and cranked up my speaker volume. It is less staticy than the music is though. Also, sound was slightly staticy at ANY volume. ![]() The static problem consists in music playing staticy when not at 100% in-game volume it plays crystal clear at 100% volume. 'SDL_AUDIODRIVE R=dsp neverball' results in crystal clear sound however, 'SDL_AUDIODRIVE R=alsa neverball' results with the static problem. I downloaded neverball so that we can compare apples to apples here, and I ended up with similar results as Jacob. 'SDL_AUDIODRIVE R=dsafd supertux' had sound, so I'm going to disregard this game for the moment, at least for this bug report and as long as we are focusing in on sdl-mixer. Obtained: 16 bit signed audio (stereo) at 44100 Hz SDL_OpenAudio() failed: No available audio deviceĭesired: 16 bit signed audio (stereo) at 44100 Hz I just need to eliminate some variables here, so I'd appreciate some feedback on this. Also, if anyone has programming experience, is it only causing a problem if Mix_MusicVolume() is changed in these games? Can we say that with certainty? If so, it may not be a driver issue at all and a general SDL/SDL_mixer bug. ![]() I want to determine if it's a driver issue or our use of alsalib. that's SDL talking directly to /dev/dsp (alsa's OSS emulation). That will be SDL talking directly to ALSA for audio output (libasound, specifically). We're just confirming that the SDL_AUDIODRIVER parameter is being noticed. You should either get no audio or the game will fail or something. Just to be clear about tracking this down, can someone do this before running the game:
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