Sorry for being so long to reply to this. On Tue, Dec 23, 2008 at 10:34:18PM +0000, Jacob Meuser wrote: > 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?
name=Ensoniq AudioPCI version= config=eap encodings=ulinear:8,mulaw:8*,alaw:8*,slinear:8*,slinear_le:16,ulinear_le:16*,slinear_be:16*,ulinear_be:16* properties=full_duplex,mmap,independent full_duplex=1 fullduplex=1 blocksize=11776 hiwat=2 lowat=1 output_muted=0 monitor_gain=0 mode=play,record play.rate=44100 play.channels=2 play.precision=16 play.encoding=slinear_le play.gain=255 play.balance=32 play.port=0x0 play.avail_ports=0x0 play.seek=23552 play.samples=14708224 play.eof=0 play.pause=0 play.error=0 play.waiting=0 play.open=1 play.active=1 play.buffer_size=65536 play.block_size=11776 play.errors=0 record.rate=44100 record.channels=2 record.precision=16 record.encoding=slinear_le record.gain=191 record.balance=32 record.port=0x1 record.avail_ports=0x7 record.seek=0 record.samples=9762304 record.eof=0 record.pause=0 record.error=0 record.waiting=0 record.open=1 record.active=1 record.buffer_size=65536 record.block_size=11776 record.errors=0 > > > > 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? There is one option to do something like this: audio_latency: set audio latency (increase to reduce glitches, decrease for responsiveness). Unfortunatly it seems to only change an internal buffer while the audio buffer is fixed at 512 samples.
