[Bug 27087] Space Empires: Star Fury hangs with sound enabled (Alsa full hw. acceleration)

wine-bugs at winehq.org wine-bugs at winehq.org
Wed May 11 04:09:34 CDT 2011


http://bugs.winehq.org/show_bug.cgi?id=27087

--- Comment #5 from Jörg Höhle <hoehle at users.sourceforge.net> 2011-05-11 04:09:33 CDT ---
I'm sorry I cannot reproduce the hang in the demo, using a single core laptop
with Ubuntu Intrepid.
I finally managed to start it in wine-1.3.19.  The key was to enable full
screen mode in winecfg, although the app opens a window.

I can enter and exit the credits, select then cancel "new game" and hear the
sounds such as Sounds\UIButtonPress.wav. Do you have a multi-core machine?  Do
you know how to switch other cores off (I don't know how to do that on my Mac),
does it still happen then?

ALSA HW accel. must be used because the game uses dsound.  With emulation mode,
dsound already has winmm's sound device open, hence PlaySound fails -- unless
you use Maarten's patch to enable multiple opens in winealsa (untested).

What I don't understand about how the app could possibly hang is: the sounds
are extremely short.  Thus they should have finished playing long before you
get a change to click the next button.  So typically PlaySound won't enter the 
WaitForSingleObject(psLastEvent, INFINITE) branch.
However, your trace shows that thread 0036 send a single waveOutWrite and never
terminates.  There should be 2 for the 2 buffers.

Something is weird about your log.  The first UIButtonPress.wav right at the
beginning terminates without a single waveOutWrite().
You may add some traces in proc_PlaySound to find out why it terminates early,
e.g. trace bPlaySoundStop + print the return value of mmioSeek and mmioRead.

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