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No sound in GNU/Linux distributions that use *just* ALSA #1511
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not a solution to your problem, but perhaps interesting to know: official godot for me requires jack to get audio with source code builds from github i can use pulseaudio (i haven't checked if jack is also still supported) |
thank you! |
please test though On Sun, Apr 12, 2015 at 5:31 PM, Jorge Araya Navarro <
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did the test, there is no sound! D: However, I saw Godot detecting that in my machine there's no Pulseaudio and switched to ALSA. But again, no sound D: |
if it said that, it means the alsa driver initialized correctly.. there On Sun, Apr 12, 2015 at 6:04 PM, Jorge Araya Navarro <
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I can hear my music with Clementine and videos from the web browser without problem! |
may be related to your setup.. try doing this: sudo fuser -fk /dev/snd/pcm* then run godot and let me know if there is audio On Sun, Apr 12, 2015 at 7:51 PM, Jorge Araya Navarro <
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Nop. Still no music! To be sure, I played the song with smplayer, everything works fine. Despite the switch, Godot emits no sound :( |
No offense to you Shackra, but your OS looks quite special. When mainstream Linux distro rely on full Desktop manager, you uses a tiling window manager that poses you problem with Godot. What is this Linux distro that you use and that goes backward in time instead of evolving ? |
Software monocultures are never a good thing (it's how stuff like Heartbleed happens). This isn't Windows. |
I think his problem is more like ALSA' s fault. ALSA has always been an On Mon, Apr 13, 2015 at 8:57 AM, Calinou notifications@github.com wrote:
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@UsernameIsAReservedWord sure, I use Parabola GNU/Linux-libre, I can install and remove anything I want from it according to my particular needs. Parabola removes proprietary software from Arch Linux, a mainstream GNU/Linux distro that do not ship ALSA, Pulseaudio, or both, by default. I removed Pulseaudio because it was failing once every hour while playing movies, forcing me to close the application, open it again and play the movie where it was left before the error. Pulse result to be very annoying. @reduz how can I help you debugging Godot with that piece of shit? feel free to put more debug output in Godot and I'll report it back to you after testing! |
@shackra : well, Pulseaudio was probably not configured properly if it posed that much problems. It usually works well with most other distro. I've looked at https://github.com/thestk/rtaudio and found they have made some little updates to their code relating to ALSA. Maybe it would worth a try to compile Godot with those updated Rtaudio files and see if it improves or solve your audio problems ? |
re-open, pls! |
Well :) |
I wish i could do much about this, but I honestly have no idea why alsa On Wed, Jul 22, 2015 at 4:59 PM, Jorge Araya Navarro <
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Well... I don't have anything fancy for ALSA regarding it's configuration, I use the stock default Juan Linietsky writes:
Pax et bonum. |
It is not just him, I run Arch without pulse (since it doesn't play nice with my sound card), and there is no audio with ALSA. fuser /dev/snd/* shows godot process there, but no audio. I don't know how to debug further, though. |
Actually, I think I can hear continuous faint static. |
Alsa without Pulse works for me, so there isn't much I can do. How about fuser -fk /dev/snd/pcm* to make sure nothing is using the audio device then try running Godot? Does it work this way? On Thu, Jul 23, 2015 at 11:00 AM, Jari Ronkainen notifications@github.com
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Nope, I ran it through an equalizer and it didn't show any signal either. I can try to debug this myself, no guarantees I find anything though, I usually try to avoid ALSA API like a plague. edit: I actually managed to narrow this down quite a bit in 10 minutes, might be able to provide a fix. I got the audio working on my computer already by commenting out "os_x11.cpp:1877: AudioDriverManagerSW::add_driver(&driver_pulseaudio);", or changing order so ALSA loads before pulseaudio failing to do so. I just need to find how these drivers work now... :D |
Ok, this works both ways. Loading pulse after forcing alsa to fail also leads to pulse loading but outputting no audio. I have no idea where to continue looking. edit: nevermind, I got it to work. |
Have you checked the sampling is right from alsa to the hardware, sometimes it has been a bit off for me causing issues. I went pulseaudio a year back with no issues since so I cannot test easily at the moment to see if I could replicate it again. |
I opened one of my projects to check something, and I noticed that the game background music wasn't audible anymore. When I had Pulseaudio, the music and sound were played without problem, but now that I get rid of it, I cannot hear anything.
I compiled Godot from the source code hosted here in Github two days ago.
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