[Date Prev][Date Next]   [Thread Prev][Thread Next]   [Thread Index] [Date Index] [Author Index]

Re: how is pulseaudio supposed to work?



On Thu, 2007-12-13 at 17:33 -0600, Callum Lerwick wrote:
> I suppose I'll build me a package and see what happens...

Okay, got it working but there's some problems. Quake 3 is very
stuttery. It seems it runs its audio engine at 22050 which probably has
something to do with it:

------ Initializing Sound ------
Initializing SDL audio driver...
SDL audio driver is "pulse".
SDL_AudioSpec:
  Format:   AUDIO_S16LSB
  Freq:     22050
  Samples:  512
  Channels: 2
Starting SDL audio callback...
SDL audio initialized.
----- Sound Info -----
    1 stereo
16384 samples
   16 samplebits
    1 submission_chunk
22050 speed
0xa587640 dma buffer
No background file.
----------------------
Sound initialization successful.


I discovered a problem with OpenAL. It dlopen()s libSDL.so, which means
it fails if SDL-devel is not installed, in which case it falls back to
OSS.

With SDL-devel installed, Second Life and OpenArena seem to work okay.

Attachment: signature.asc
Description: This is a digitally signed message part


[Date Prev][Date Next]   [Thread Prev][Thread Next]   [Thread Index] [Date Index] [Author Index]