project-navigation
Personal tools

Author Topic: No music in game (installed from deb's)  (Read 12930 times)

Offline QkiZ

  • Rookie
  • ***
  • Posts: 20
    • View Profile
Re: No music in game (installed from deb's)
« Reply #15 on: January 19, 2010, 09:38:56 am »
Ok. This my ufoconsole.log:
Code: [Select]
----- network initialization -------
libcurl/7.19.5 GnuTLS/2.8.3 zlib/1.2.3.3 libidn/1.15 initialized.

------ server initialization -------

----- console initialization -------
Console initialized.

------- video initialization -------
SDL version: 1.2.12
I: desktop depth: 32bpp
I: setting mode 6: 1024x768 (fullscreen: no)
I: got 8 bits of stencil
I: got 24 bits of depth buffer
I: got double buffer
I: got 8 bits for red
I: got 8 bits for green
I: got 8 bits for blue
GL_VENDOR: Tungsten Graphics, Inc
GL_RENDERER: Mesa DRI Intel(R) 965Q GEM 20090712 2009Q2 RC3 x86/MMX/SSE2
GL_VERSION: 2.1 Mesa 7.6
GL_EXTENSIONS: GL_ARB_copy_buffer GL_ARB_depth_texture GL_ARB_draw_buffers GL_ARB_fragment_program GL_ARB_fragment_program_shadow GL_ARB_fragment_shader GL_ARB_framebuffer_object GL_ARB_half_float_pixel GL_ARB_map_buffer_range GL_ARB_multisample GL_ARB_multitexture GL_ARB_occlusion_query GL_ARB_pixel_buffer_object GL_ARB_point_parameters GL_ARB_point_sprite GL_ARB_seamless_cube_map GL_ARB_shader_objects GL_ARB_shading_language_100 GL_ARB_shading_language_120 GL_ARB_shadow GL_ARB_sync GL_ARB_texture_border_clamp GL_ARB_texture_compression GL_ARB_texture_cube_map GL_ARB_texture_env_add GL_ARB_texture_env_combine GL_ARB_texture_env_crossbar GL_ARB_texture_env_dot3 GL_ARB_texture_mirrored_repeat GL_ARB_texture_non_power_of_two GL_ARB_texture_rectangle GL_ARB_transpose_matrix GL_ARB_vertex_array_bgra GL_ARB_vertex_array_object GL_ARB_vertex_buffer_object GL_ARB_vertex_program GL_ARB_vertex_shader GL_ARB_window_pos GL_EXT_abgr GL_EXT_bgra GL_EXT_blend_color GL_EXT_blend_equation_separate GL_EXT_blend_func_separate GL_EXT_blend_logic_op GL_EXT_blend_minmax GL_EXT_blend_subtract GL_EXT_cull_vertex GL_EXT_compiled_vertex_array GL_EXT_copy_texture GL_EXT_draw_range_elements GL_EXT_framebuffer_object GL_EXT_framebuffer_blit GL_EXT_fog_coord GL_EXT_gpu_program_parameters GL_EXT_multi_draw_arrays GL_EXT_packed_depth_stencil GL_EXT_packed_pixels GL_EXT_pixel_buffer_object GL_EXT_point_parameters GL_EXT_polygon_offset GL_EXT_provoking_vertex GL_EXT_rescale_normal GL_EXT_secondary_color GL_EXT_separate_specular_color GL_EXT_shadow_funcs GL_EXT_stencil_two_side GL_EXT_stencil_wrap GL_EXT_subtexture GL_EXT_texture GL_EXT_texture3D GL_EXT_texture_edge_clamp GL_EXT_texture_env_add GL_EXT_texture_env_combine GL_EXT_texture_env_dot3 GL_EXT_texture_filter_anisotropic GL_EXT_texture_lod_bias GL_EXT_texture_object GL_EXT_texture_rectangle GL_EXT_texture_sRGB GL_EXT_texture_swizzle GL_EXT_vertex_array GL_EXT_vertex_array_bgra GL_3DFX_texture_compression_FXT1 GL_APPLE_client_storage GL_APPLE_packed_pixels GL_APPLE_vertex_array_object GL_ATI_blend_equation_separate GL_ATI_envmap_bumpmap GL_ATI_texture_env_combine3 GL_ATI_separate_stencil GL_IBM_multimode_draw_arrays GL_IBM_rasterpos_clip GL_IBM_texture_mirrored_repeat GL_INGR_blend_func_separate GL_MESA_pack_invert GL_MESA_texture_signed_rgba GL_MESA_ycbcr_texture GL_MESA_window_pos GL_NV_blend_square GL_NV_light_max_exponent GL_NV_point_sprite GL_NV_texture_env_combine4 GL_NV_texture_rectangle GL_NV_texgen_reflection GL_NV_vertex_program GL_NV_vertex_program1_1 GL_OES_read_format GL_SGIS_generate_mipmap GL_SGIS_texture_border_clamp GL_SGIS_texture_edge_clamp GL_SGIS_texture_lod GL_SUN_multi_draw_arrays
ignoring GL_EXT_LockArrays
using GL_ARB_multitexture
using GL_EXT_texture_env_combine
GL_SGIS_multitexture not found
ignoring GL_ARB_texture_compression
using GL_EXT_texture_filter_anisotropic [16 max] [ 1 selected]
using GL_EXT_texture_lod_bias
using GL_EXT_stencil_wrap
using GL_EXT_fog_coord
using GL_ATI_separate_stencil
using GL_EXT_stencil_two_side
max texture size: detected 4096
but using 1024 as requested
SDL_ttf version 2.0.9 - we need at least 2.0.7

------- sound initialization -------
SDL_mixer version: 1.2.8
...audio rate: 44100
...audio channels: 2
...driver: 'alsa'

--- save subsystem initialization --
added size subsystem (check ff)
added base subsystem (check 0)
added campaign subsystem (check 1)
added hospital subsystem (check 2)
added market subsystem (check 3)
added research subsystem (check 4)
added employee subsystem (check 5)
added aliencont subsystem (check 6)
added production subsystem (check 7)
added aircraft subsystem (check 8)
added messagesystem subsystem (check 9)
added stats subsystem (check a)
added nations subsystem (check b)
added transfer subsystem (check c)

----------- parse scripts ----------
Shared Client/Server Info loaded
... 94 items parsed
... 31 damage types parsed
... 52 map definitions parsed
... 25 equipment definitions parsed
... 10 inventory definitions parsed
... 22 team definitions parsed
S_Music_Start: Playing music: 'music/PsymongN3'
CL_LanguageInit()... language settings are stored in configuration: en
123 static models loaded
====== UFO Initialized ======

Switch grab input off
Loading savegame
...version: 2
...game version: 2.2.1
Changing to Singleplayer
Global data loaded - size 5204572 bytes
...techs: 166
...buildings: 21
...ranks: 16
...nations: 8

Load 'aliencont'
...subsystem 'size' - loaded 101 bytes
...subsystem 'base' - loaded 28137 bytes
Activate stage intro
......warning: Set with no missions (stop)
Activate stage ufos_are_coming
......warning: Set with no missions (stop_coming)
...subsystem 'campaign' - loaded 472 bytes
...subsystem 'hospital' - loaded 0 bytes
...subsystem 'market' - loaded 2899 bytes
...subsystem 'research' - loaded 7929 bytes
...subsystem 'employee' - loaded 51081 bytes
...subsystem 'aliencont' - loaded 0 bytes
...subsystem 'production' - loaded 72 bytes
...subsystem 'aircraft' - loaded 511 bytes
...subsystem 'messagesystem' - loaded 82542 bytes
...subsystem 'stats' - loaded 28 bytes
...subsystem 'nations' - loaded 1248 bytes
...subsystem 'transfer' - loaded 86400 bytes
File 'aliencont' loaded.
S_Music_Start: Playing music: 'music/van_geoscape'
Save 'slotquick'
...subsystem 'size' - saved 101 bytes
...subsystem 'base' - saved 28126 bytes
...subsystem 'campaign' - saved 472 bytes
...subsystem 'hospital' - saved 0 bytes
...subsystem 'market' - saved 2899 bytes
...subsystem 'research' - saved 7929 bytes
...subsystem 'employee' - saved 50606 bytes
...subsystem 'aliencont' - saved 0 bytes
...subsystem 'production' - saved 72 bytes
...subsystem 'aircraft' - saved 687 bytes
...subsystem 'messagesystem' - saved 82607 bytes
...subsystem 'stats' - saved 28 bytes
...subsystem 'nations' - saved 1248 bytes
...subsystem 'transfer' - saved 86400 bytes
Campaign 'QuickSave' saved.
------- Loading game.so -------
LoadLibrary (./base/game.so)
==== InitGame ====
checksum for the map 'mine_crash05d': 3215528996
ufo script checksum 3967328534
Created AI player (team 0)
Created AI player (team 7)
-------------------------------------
Connecting to localhost...
Map: mine_crash05d
S_Music_Start: Playing music: 'music/PsymongR2'
Starting the game...
 has joined team 0
(player 0) It's team 1's round
 has taken control over team 1.
Changed camera mode to first-person.
Changed camera mode to remote.
Changed camera mode to first-person.
Changed camera mode to remote.
Team 1 ended round, team 7's round started!
R_AnimChange: No md2 model - can't set animation (move_) (model: (null))
R_AnimChange: No md2 model - can't set animation (move_) (model: (null))
Team 7 ended round, team 0's round started!
Team 0 ended round, team 1's round started!
Changed camera mode to first-person.
Changed camera mode to remote.
Changed camera mode to first-person.
Changed camera mode to remote.
Changed camera mode to first-person.
Changed camera mode to remote.
Team 1 ended round, team 7's round started!
Team 7 ended round, team 0's round started!
Team 0 ended round, team 1's round started!
Changed camera mode to first-person.
Changed camera mode to remote.
Changed camera mode to first-person.
Changed camera mode to remote.
Changed camera mode to first-person.
Changed camera mode to remote.
Changed camera mode to first-person.
Changed camera mode to remote.
Team 1 ended round, team 7's round started!
Team 7 ended round, team 0's round started!
Team 0 ended round, team 1's round started!
Changed camera mode to first-person.
Changed camera mode to remote.
Team 1 ended round, team 7's round s

Offline Spyro

  • Rookie
  • ***
  • Posts: 25
    • View Profile
Re: No music in game (installed from deb's)
« Reply #16 on: January 19, 2010, 02:39:10 pm »
Code: [Select]
SDL_mixer version: 1.2.8
...audio rate: 44100
...audio channels: 2
...driver: 'alsa'

It appears as though, for whatever reason, SDL is still using the alsa driver rather than the pulse driver. However, the crackling sound seems as though it is actually using the pulse driver. Try the things below and let me know if any of them work for you. I apologize for the many options available, but there is no other way to narrow things down.

For your first option... Open a terminal, then type the following command to run ufo alien invasion:

Code: [Select]
SDL_AUDIODRIVER=pulse ufo
If that doesn't work, then you can also try the following to get it working:

Code: [Select]
pasuspender ufo
Failing that, there is one more thing that you could try:

1. First, open a terminal and use the following command (without quotes): "sudo apt-get install padsp"
2. Next open a terminal and run the folloring:
Code: [Select]
export SDL_AUDIODRIVER=oss; padsp ufo
If none of those options work, and you still get crackling sound, then your options are to either uninstall pulseaudio or try to get it to work. If you want to keep pulseaudio, then follow the steps in this thread to try and fix it:

http://ubuntuforums.org/showthread.php?t=776739

Personally, I have uninstalled pulseaudio on every system that I use for gaming. It is far too much work to get it working, and it never seems to play well with WINE. Of course, pulseaudio is a great project, but unless you build and patch the development version (and keep up with the changes), you will never (in my experience) be satisfied with the outcome.

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: No music in game (installed from deb's)
« Reply #17 on: January 19, 2010, 03:04:50 pm »
> ...game version: 2.2.1
You apparently should check last 2.3-dev version of game. Will it have the same problems with  sound or not?

Offline QkiZ

  • Rookie
  • ***
  • Posts: 20
    • View Profile
Re: No music in game (installed from deb's)
« Reply #18 on: January 19, 2010, 03:11:51 pm »
Code: [Select]
SDL_AUDIODRIVER=pulse ufoNothing has changed. Game is still using alsa. Sound crackling.
Code: [Select]
pasuspender ufoIn general, there is no sound in game and system after that. I must restart pulseaudio to recover sound in system.
Code: [Select]
export SDL_AUDIODRIVER=oss; padsp ufoNothing has changed. Game is still using alsa. Sound crackling.
Code: [Select]
http://ubuntuforums.org/showthread.php?t=776739I will try this one.

Offline Spyro

  • Rookie
  • ***
  • Posts: 25
    • View Profile
Re: No music in game (installed from deb's)
« Reply #19 on: January 20, 2010, 12:51:58 pm »
Kildor has a good point.

If you haven't compiled them yet on your own, you can download 2.3-dev compiled for 9.10 32-bit from my "site" (no web page yet, not enough hours in the week for that yet) at http://www.spyrius.com/ufoai_debs/i386/.

I will be making a formal apt repository as soon as I get just a little bit of extra time... But if you would like to try the latest version (and you are running i386) then those should work.

Just tested it for a bit in an ubuntu 9.10 32-bit vm. No sound issues after starting a mission and moving around a bit. Maybe the version was the problem?

Edit: Played around with things.
« Last Edit: January 20, 2010, 01:20:04 pm by Spyro »

Offline QkiZ

  • Rookie
  • ***
  • Posts: 20
    • View Profile
Re: No music in game (installed from deb's)
« Reply #20 on: January 20, 2010, 02:58:54 pm »
@Spyro:
I'll check the developer version and write if there is a problem with sound.
Tips from http://ubuntuforums.org/showthread.php?t=776739 not helped me.

Offline Spyro

  • Rookie
  • ***
  • Posts: 25
    • View Profile
Re: No music in game (installed from deb's)
« Reply #21 on: January 20, 2010, 06:33:37 pm »
Hopefully the 2.3-dev version works, but if not.... Then....

It occurs to me that I should have asked a question a long time ago...

What type of sound card are you using?  :)

Offline QkiZ

  • Rookie
  • ***
  • Posts: 20
    • View Profile
Re: No music in game (installed from deb's)
« Reply #22 on: January 20, 2010, 08:14:15 pm »
I play the game on two computers (in home and at work ;) ). Both computers have Intel HD Audio Controller.

Offline Spyro

  • Rookie
  • ***
  • Posts: 25
    • View Profile
Re: No music in game (installed from deb's)
« Reply #23 on: January 20, 2010, 11:55:05 pm »
Well, in that case, I don't see any hardware-related reason that sound would fail in ufoai. More than likely it is/was a pulseaudio issue. If it isn't solved by the switch to 2.3-dev then just remove pulseaudio and save yourself the headache. Based on my experiences removing pulseaudio on several different machines (successfully and without incident so far), the best way to do it is with the following procedure:

1. Remove PulseAudio
Code: [Select]
sudo apt-get remove --purge pulseaudio
sudo apt-get remove --purge pulseaudio-*
sudo apt-get remove --purge gstreamer0.10-pulseaudio

2. Install Esound - (Not Sure if This is really needed or not, but seems to help retain system sounds in gnome. It can't hurt anything.)
Code: [Select]
sudo apt-get install esound

3. Add Audio Hacks Repository - just follow the direction here: https://launchpad.net/~dtl131/+archive/ppa

4. Re-Add Volume Control to Panel - The one included with ubuntu is attached to pulse and bugs out when you remove pulseaudio. By adding the audio hacks repository you get access to versions of gnome-applets, gnome-media, and gnome-settings-daemon that were compiled with pulseaudio support disabled. You can try to do this yourself, but dpkg always bugged out for me.

Or, as a totally different alternative, you could just install a distro that is not so rigidly attached to pulseaudio. I am an ubuntu user myself, but when it comes to functionality sometimes you must be distro agnostic.

Offline QkiZ

  • Rookie
  • ***
  • Posts: 20
    • View Profile
Re: No music in game (installed from deb's)
« Reply #24 on: January 21, 2010, 09:14:51 am »
I'm downloading right now version 2.3 of game. I have question: is savegame files are compatible with developer version?

Offline Kildor

  • Project Artist
  • Captain
  • ***
  • Posts: 757
  • Project mapper and some other stuff`er
    • View Profile
    • http://ufoai.nx0.ru
Re: No music in game (installed from deb's)
« Reply #25 on: January 21, 2010, 09:34:55 am »
no. at all.

Offline QkiZ

  • Rookie
  • ***
  • Posts: 20
    • View Profile
Re: No music in game (installed from deb's)
« Reply #26 on: January 21, 2010, 03:24:53 pm »
Ok, in dev version sound play clearly, but graphics are broken http://ufoai.ninex.info/forum/index.php?topic=4400.0

Offline Andrew.Smart

  • Cannon Fodder
  • **
  • Posts: 6
    • View Profile
Re: No music in game (installed from deb's)
« Reply #27 on: August 26, 2010, 12:35:53 pm »
Code: [Select]
SDL_AUDIODRIVER=pulse ufoNothing has changed. Game is still using alsa. Sound crackling.
All right, sorry to raise an old thread but I found a solution to this same problem.  I solved this over a year or two ago but after a reinstall I forgot the solution... so after a few hours of meditation and tinkering I'm writing the solution down here.

Code: [Select]
sudo aptitude install libsdl1.2debian-pulseaudio
After you've installed that package "Simple DirectMedia Layer (with X11 and PulseAudio options)", start up UFO:AI and you will notice the sound is much better (You will see in the log that pulse is used instead of alsa); but the sound is still somewhat cracky.  Within UFO:AI, change the Audio Sample Rate option from 44100 to 48000; you will notice the sound is less cracky, and plays slightly slower.

To eliminate the crackiness, we need to set PulseAudio to operate internally at a sample rate of 48000 Hz.  To do this, edit /etc/pulse/daemon.conf
Code: [Select]
sudo vim /etc/pulse/daemon.confThen look for this line:
Code: [Select]
; default-sample-rate = 44100And add this line below it:
Code: [Select]
default-sample-rate = 48000
No need to restart anything!  export SDL_AUDIODRIVER=pulse then start up UFO:AI to hear crystal clear sound while using PulseAudio!
Code: [Select]
SDL_AUDIODRIVER=pulse ufo
I think the crackly noise thing has effected me since the 2.2.1 release, all the way up to the current revision (31875); I'm fairly sure it has to do with the relationship between PulseAudio and the Simple DirectMedia Layer Library; it isn't a UFO:AI bug.  I suppose a bug report could be filled if the related UFO:AI deb's don't have libsdl1.2debian-pulseaudio as a dependency; but that might have pulse as a dependency and some people don't want that.

Edit: Hmmm... still an occasional tiny glitch in the audio...
« Last Edit: August 28, 2010, 06:46:17 am by Andrew.Smart »