On Tue, Dec 23, 2008 at 10:19:01PM +0100, Pierre Riteau wrote: > On Tue, Dec 23, 2008 at 09:08:59PM +0000, Jacob Meuser wrote: > > On Tue, Dec 23, 2008 at 08:03:56PM +0100, Pierre Riteau wrote: > > > On Sat, Dec 06, 2008 at 10:38:32PM +0000, Stefan Sperling wrote: > > > > On Tue, Dec 02, 2008 at 10:35:47PM +0100, Pierre Riteau wrote: > > > > > Here is an update to sdlmame 0.128. > > > > > Some testing would still be appreciated :) > > > > > > > > Hey Pierre, > > > > > > > > works here on i386. > > > > > > > > Sound is weird though, e.g. the sound in http://mamedev.org/roms/robby/ > > > > is just burpy noise. Any hints? > > > > > > > > $ dmesg | grep azalia > > > > azalia0 at pci0 dev 27 function 0 "Intel 82801GB HD Audio" rev 0x02: > > > > apic 1 int 17 (irq 11) > > > > azalia0: codecs: Analog Devices/0x1981, Conexant/0x2bfa, using Analog > > > > Devices/0x1981 > > > > audio0 at azalia0 > > > > > > > > I start sdlmame like this: > > > > > > > > $ sdlmame -rompath . -autoframeskip robby.zip > > > > > > > > Stefan > > > > > > Hi Stefan, > > > I'm also having sound problems on some of my machines but not to the > > > extent of hearing just burpy noise. It's more like having the normal > > > sound plus some cracking (sometimes a lot, sometimes only a little). > > > > > > I'm still investigating, might be similar to the problem with mplayer > > > and libsndio seen on this list recently. > > > > > > I can make it go away using two different ways: > > > - not using libsndio: env SDL_AUDIODRIVER=audio sdlmame ... > > > - run an aucat server > > > > well, the sndio problems were with aucat running. you have an > > opposite issue. > > Yes, this is a different issue (probably only seen with SDL?) > And when I say "run an aucat server", it was "run an aucat server that > works, for me aucat -l -m play".
can you post audioctl output when aucat -l is running? > > > If this doesn't solve your issue, here is a few things to check: > > > - make sure you running at 100% framerate (but this game should not eat > > > much CPU). If you're not at 100%, you could tweak video settings to > > > improve the framerate (e.g. using -window -nomaximize). > > > - AFAIK sdlmame uses 48000 Hz as the default sample rate, maybe your > > > sound card doesn't like that (but it's usually the opposite). > > > It can be changed using the -sample option. > > > > probably more blocksize foobarredness. SDL has been broken since > > forever in this regard, especially if SDL is reformatting/resampling, > > and apps sometimes try to work around it. the SDL port has a > > general fix for this, but it's possible it can conflict with an > > application's work around. > > > > what does `audioctl play.block_size` give you when you are using > > a) sndio without aucat > > play.block_size=1024 > > > and > > b) the audio(4) backend > > play.block_size=9600 > well, that explains it. 1024 bytes is ridiculously small for any kind of game that draws to X and takes user input. the sun backend uses the default block_size, which isn't really right. the sndio backend does the right thing. that is, it uses what the app asked for. is there an option in sdlmame to set the audio buffer size? -- jake...@sdf.lonestar.org SDF Public Access UNIX System - http://sdf.lonestar.org