[Bug 20177] openal32: Games that use OpenAL lose sound

wine-bugs at winehq.org wine-bugs at winehq.org
Wed Sep 30 06:33:47 CDT 2009


http://bugs.winehq.org/show_bug.cgi?id=20177


Chris <chris.kcat at gmail.com> changed:

           What    |Removed                     |Added
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                 CC|                            |chris.kcat at gmail.com




--- Comment #9 from Chris <chris.kcat at gmail.com>  2009-09-30 06:33:46 ---
(In reply to comment #7)
> In UT3, I enabled "Hardware OpenAL" and I got sound. In the menus everything
> sounded good, but once I got into the game, everything went south.
> 
> What sound I did get during a match was either oversaturated with echo/reverb
> or worked fine for 10-15 seconds until this "Woosheeee" sound - like a wave
> of feedback - blasted out of the speakers followed by silence.
> 
> Oddly enough, the exact same thing happened in Frontlines:Fuel of War (I
> guess it defaults to "Hardware OpenAL") and I thought it was a fluke. Guess
> not.
> 
> Could libopenal have a problem with HDA Intel ALC888? Anyone got a test
> program?

OpenAL works fine for me on an HDA Intel ALC888 (using ALSA's dmix, not
PulseAudio). What version of OpenAL Soft do you have, and are you using
PulseAudio? OpenAL Soft 1.8 (current is 1.9) added a PulseAudio backend, and
before that it would use Pulse's ALSA plugin, which is known to be crappy.
Though, there are some thing you can try to improve it, if that's the case.

Also, versions prior to 1.6 had a very poor reverb implementation, which could
account for the feedback sound, and 1.8 had some fixes to it to help prevent
the signal from "exploding". If you're using 1.6 or 1.7, you can try disabling
reverb by adding this to ~/.alsoftrc:

excludefx = reverb

Also, I've run into UE3 games where it would not initialize OpenAL, because the
engine seems to store the opened device name in the game's config file on first
run. It wouldn't try to use anything else, even if it failed to open. This
would be a problem even on Windows if you first ran the game with one
OpenAL32.dll, then replaced it with another DLL that offered different devices.
In one of the game's config files, look for:

[ALAudio.ALAudioDevice]
...
DeviceName=...

and erase the listed mame. Then it will open the default device again. Also if
you're using an OpenAL earlier than 1.6, you can try setting
UseEffectsProcessing to False to disable reverb.

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