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.

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