Sound irregularities, 0.4 [SOLVED]
Sound irregularities, 0.4 [SOLVED]
I just installed 0.4_alpha20190407 (from Lightron.org) and the sound is messed up. The pitch of the cycle engine volley up and down, occasionally cutting out completely in place of other sounds (explosions) and there is weird aliasing. This effect is present on all sound quality settings (low/med/high). I complied using libsdl2-mixer-dev (2.0.2+dfsg1-2)
Any suggestions?
Any suggestions?
Last edited by sinewav on Wed Apr 10, 2019 6:16 am, edited 1 time in total.
Re: Sound irregularities, 0.4
I'm not sure whether I have sound issues quite as severe as yours, but there was a strange high pitched noise that came in and out which doesn't seem to happen on a different cyclrun file (from a moviepack from tr2n origins). I haven't investigated further, I usually just mute sound anyway.
It might be the issue Lucifer was mentioning about sound on his todo list.
It might be the issue Lucifer was mentioning about sound on his todo list.
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Re: Sound irregularities, 0.4
I'm 99% certain the main problem is digital distortion, because it happens the worst/most when you have several cycles close enough to each other that their volumes, when added up, would exceed the word size of the sound card.
I believe the other thing is a Feature-Not-A-Bug, at least to the extent that I intended the cycle sound to be the one cut off because the explosions are more important, but that's certainly negotiable.
My intended fix is to acquire a case of the fuckits and port to OpenAL instead, since that API is much easier to work with than sdl_mixer, and way more mature, and, not coincidentally, used in commercial games a lot.
It'll make my todo list sometime soon, I hope. My current todo list is still oriented around maintaining sobriety, and while armagetron is a part of that sobriety part, it's still lower in priority (for now) than some other things I'm working on.
But rest assured, I'm aware of the problem and have a solution. Now it's down to the same ol' barrier: finding time. Which, in my case, is about finding balance.
I believe the other thing is a Feature-Not-A-Bug, at least to the extent that I intended the cycle sound to be the one cut off because the explosions are more important, but that's certainly negotiable.
My intended fix is to acquire a case of the fuckits and port to OpenAL instead, since that API is much easier to work with than sdl_mixer, and way more mature, and, not coincidentally, used in commercial games a lot.
It'll make my todo list sometime soon, I hope. My current todo list is still oriented around maintaining sobriety, and while armagetron is a part of that sobriety part, it's still lower in priority (for now) than some other things I'm working on.
But rest assured, I'm aware of the problem and have a solution. Now it's down to the same ol' barrier: finding time. Which, in my case, is about finding balance.
Re: Sound irregularities, 0.4
I made a short video of the problem.
https://adventuresoftron.com/aa/sound-bug.ogv
I might try to recompile with an earlier version and see if that helps.
https://adventuresoftron.com/aa/sound-bug.ogv
I might try to recompile with an earlier version and see if that helps.
Re: Sound irregularities, 0.4
Can you try compiling with SDL1 instead of SDL2? I don't remember if that helped, but it might.
- Lucifer
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Re: Sound irregularities, 0.4
Do we still support sdl1?
Re: Sound irregularities, 0.4
I assume so. On 0.4 when you run configure you can do --disable-sdl2 --enable-sdl1Lucifer wrote:Do we still support sdl1?
Re: Sound irregularities, 0.4
I tried with those flags and Arma failed on make install:aP|Nelg wrote:I assume so. On 0.4 when you run configure you can do --disable-sdl2 --enable-sdl1Lucifer wrote:Do we still support sdl1?
Code: Select all
make[2]: Entering directory '/home/user/0.4-armagetronad/src'
g++ -I./tools -I./resource -I./thirdparty/mathexpr -I./thirdparty/utf8 -I./protobuf -Iprotobuf -I./render -I./ui -I./thirdparty/shttpd -I./thirdparty/scrap -I./network -I./engine -I./engine/sound -I./thirdparty/particles -I./tron -I./tron/cockpit -O2 -std=c++11 -o armagetronad_main tron/armagetronad_main-gFloor.o tron/cockpit/armagetronad_main-cCockpit.o tron/cockpit/armagetronad_main-cMap.o tron/cockpit/armagetronad_main-cCamview.o tron/zone/armagetronad_main-zFortress.o libtron.a libenginecore.a libengine.a libnetwork.a libui.a librender.a libtools.a protobuf/libprotobuf.a thirdparty/mathexpr/libmathexpr.a thirdparty/particles/libparticles.a thirdparty/scrap/libscrap.a -lpthread -lSDL_image -lGLEW -lGLU -lGL -lX11 -L/usr/X11R6/lib -lSDL_mixer -L/usr/lib/x86_64-linux-gnu -lSDL -lm -lrt -lprotobuf -lpthread -lboost_thread -lboost_system -lxml2 -lpng16 -lftgl -lfreetype
/usr/bin/ld: thirdparty/scrap/libscrap.a(libscrap_a-scrap.o): undefined reference to symbol 'SDL_GetClipboardText'
//usr/lib/x86_64-linux-gnu/libSDL2-2.0.so.0: error adding symbols: DSO missing from command line
collect2: error: ld returned 1 exit status
Makefile:1566: recipe for target 'armagetronad_main' failed
make[2]: *** [armagetronad_main] Error 1
make[2]: Leaving directory '/home/user/0.4-armagetronad/src'
Makefile:4145: recipe for target 'install-recursive' failed
make[1]: *** [install-recursive] Error 1
make[1]: Leaving directory '/home/user/0.4-armagetronad/src'
Makefile:768: recipe for target 'install-recursive' failed
make: *** [install-recursive] Error 1
- Lucifer
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Re: Sound irregularities, 0.4
try a make clean, or make veryclean. Then configure it again, with the flags Nelg mentioned, and it //should// work.
Re: Sound irregularities, 0.4
That did the trick: make clean plus the configure flags provided by Nelg has fixed the sound issue (roll back to SDL1). I lost all my key bindings, but that's not a big deal.Lucifer wrote:try a make clean...
Thanks for the help guys, hope to see you in-game soon!
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Re: Sound irregularities, 0.4 [SOLVED]
Well then, that's a very interesting piece of information. Why does it work fine in SDL1 and not SDL2? This deserves further research...