On Tue, Jan 20, 2009 at 11:53:18PM +1100, Jonathan Gray wrote: > On Tue, Jan 20, 2009 at 10:24:47AM +0000, Jacob Meuser wrote: > > On Mon, Jan 19, 2009 at 10:41:58AM +0000, Jacob Meuser wrote: > > > On Mon, Jan 19, 2009 at 10:17:39AM +0100, Alf Schlichting wrote: > > > > On Mon, Jan 19, 2009 at 07:08:36AM +0200, Antti Harri wrote: > > > > > On Sun, 18 Jan 2009, Matthias Kilian wrote: > > > > > > > > > >> [X] arm by me (fps really sucks on zaurus) > > > > > > > > > > For people testing without acceleration this might speed > > > > > things up in software mode: > > > > > > > > > > http://openarena.wikia.com/wiki/FAQ#I_have_no_3D_card_.2F_No_OpenGL_acceleration_.21 > > > > > > > > > > +set r_allowSoftwareGL 1 +set r_mode 0 +set r_lodbias 4 \ > > > > > +set r_textureMode GL_NEAREST_MIPMAP_NEAREST +set r_picmip 2 +set \ > > > > > r_vertexLight 1 > > > > > > > > > > -- > > > > > Antti Harri > > > > > > > > > > > > > I have been using ioquake3 with Quake 3 Arena for some time with > > > > an Ati X800 as well as an X1950 Pro on an Intel Dual Core. I get > > > > stuttering/distortion in sound every 3-5 minutes or more often > > > > which is quite annoying. > > > > > > > > I tried different graphic settings from 1280x1024 with every knob > > > > to max to 600x800 with r_picmip 10 and r_vertexlight 1. timedemo > > > > gives 370 FPS, in game i have set it to com_maxfps 85. The stuttering > > > > still continues. > > > > The bugs in the audio code of ioquake3/quake3 are well known and > > > > fixed in more advanced engines like cnq3 from promode.org > > > > and the upcoming QuakeLive. > > > > I backported the audio fixes from cnq3 (a ioquake3 fork) but the > > > > symptoms are still there. > > > > However, i remember to have running Quake 3 under Linux on a > > > > 400 Mhz AMD K2 and a 3dfx card (later Ati 9200 with the x11-radeon > > > > driver) > > > > as well as on a laptop with Windows XP and a 8mb Ati mobility card > > > > without any issues regarding sound. > > > > > > > > That of course where the days before ioquake3's switch to SDL:) > > > > Another SDL-based engine, Darkplaces (for Quake I) shows the same > > > > symptoms. > > > > > > > > Basically i think that load alone is not the issue here since reducing > > > > the graphics to the bare minimum doesn't help. > > > > > > > > Forgot to say, since ca. 2 months i was forced to use aucat since useing > > > > libsndio without aucat produces distortion. I'm at work now so no > > > > dmesg, sorry. Soundcards i used where mainly 2 different soundblaster > > > > cards > > > > and 1 azalia. > > > > Btw., emu(4) and aucat proved to be an excellent solution so far > > > > (beside the stuttering), no noticable latency. > > > > > > > > Alf > > > > > > > > Allthough i do not have a radeon in that machine at the moment i > > > > can plug in one any time for testing, i would love to get this > > > > working. > > > > > > > > > > the 2nd and 3rd chunks in > > > ports/devel/sdl/patches/patch-src_audio_SDL_audio_c > > > *could* be the problem here. but those did fix other SDL applications, > > > and even stopped segfaults in some apps, at least with the audio(4) > > > backend. > > > the code is twisty, but I'm 99% sure at least the third chunk is correct. > > > the second is not really correct, but as I said, it fixed some apps. > > > > > > it could be that this engine relies on the "vanilla" "broken" behaviour > > > though. it does seem like a buffer size problem. > > > > > > running aucat pretty much guarantees there will be no conversions in > > > SDL, which makes those changes irrelevant. since using aucat seems > > > to help ... > > > > > > if you guys remove those changes and it significantly helps these games, > > > I'll test other apps and see if they're still needed ... there's lots > > > of SDL apps, but I think I remember some of the ones that were > > > crashing without those changes. ffplay comes to mind. so do the > > > nintendo emulators. > > > > I've spent the day playing games ... as research ;) > > > > first, on my i386 (Celeron M 440 CPU/82945GM video/82801GB audio), > > turning on OpenGL mode definitely makes audio stutter. quake2 and > > znses in particular are very clearly affected. I can use both with > > their highest resolution X11 full-screen mode and audio is perfect. > > but even the lowest resolution windowed OpenGL mode makes the audio > > stutter. video is fine, but the audio stutters. > > > > now on my amd64 (Athlon 3000+ CPU/Radeon 9200 SE video/SBLive! audio) > > I can use OpenGL in relatively high resolution and audio is fine. > > if I try to use ultra high resolution or full-screen, then audio > > starts stutterring. > > > > on my i386, both audio and video are on pci0, on my amd64, video > > is on pci1 and audio is on pci0. and it's my understanding that > > radeon is faster at rendering than intel. > > > > but clearly, there is some connection between graphics processing > > and the ability to feed the audio device quickly enough. not sure > > if this an issue in SDL, the kernel, or simply the hardware. > > > > also, I've done some cleanup to the SDL sndio backend, and changed > > it to be more like other sndio backends in the way it configures > > the buffer and took a couple hints from the ALSA backend. this > > seems to have greatly improved audio in openarena. this was one > > of the first sndio backends I did. I've learned a bit and some > > bugs in libsndio have been fixed since then. I've tested it on > > several SDL apps and I'm quite happy with the results. > > > > unfortunately a couple games (quake2 and csmash) stutter a bit when > > they don't supply a sample rate that the audio device can handle > > natively, but using aucat clears it up. twiddling some config options > > to make those apps use a natively supported sample rate, if the app > > has such an option, works too. > > > > so here's the diff. it's likely I'll commit this very soon, but > > please give it a trial and let me know how it goes. note, you > > don't need to rebuild anything other than SDL to test this. a > > simple 'cd /usr/ports/devel/sdl; patch -p 0 < sdl.diff; make update' > > is all it takes. > > > > n.b. as you can see, those patch chunks mentioned above are still > > needed. hopefully this will be fixed in SDL-1.3. > > This update breaks scummvm, works fine with p10.
works with the updated p11 diff