feneur Posted August 29, 2012 Report Share Posted August 29, 2012 It seems like it is attached fine, did you do manage to attach it after writing the above? Either way, thanks for your work fixing these issues Quote Link to comment Share on other sites More sharing options...
stwf Posted August 29, 2012 Author Report Share Posted August 29, 2012 yup. late night editing issues! Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted August 29, 2012 Report Share Posted August 29, 2012 Thanks, I tried the new patch.It's still missing a return statement in OggStreamImpl::ResetFile which is a build error in MSVCI saw two errors on startup:ERROR: OpenAL error: (null); called from CSoundManager::AlcInit (line 122)ERROR: Sound: AlcInit success, using OpenAL Soft The second error should be left as a debug_printf or similar since it's not an error and need not be displayed. The first error seems a result of calling AL_CHECK before OpenAL is initialized (not a real error).Then I tried compiling --without-audio. lib/external_libraries/openal.h is included outside CONFIG2_AUDIO in several places: OggData.h, SoundData.h, CSoundBase.h, and ISoundItem.h, which cause build errors since the OpenAL library has been excluded from the build. Probably it can be cleaned up a bit by moving all includes except config2.h inside the CONFIG2_AUDIO check.After fixing those errors, audio was indeed disabled and I had no runtime errors Minor issue: warning about unused variable doEnable in CSoundManager::SetEnabled - this might be fixed by handled the !CONFIG2_AUDIO case and inserting something like UNUSED2(doEnabled); to make the warning go away. Quote Link to comment Share on other sites More sharing options...
stwf Posted August 30, 2012 Author Report Share Posted August 30, 2012 OK, thanks I don't get any of those errors on the mac... and its hard to see warnings, but this new version was built in linux too and seems to work fine.Thanks for the testing...archiveStream_2.diff Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted August 30, 2012 Report Share Posted August 30, 2012 OK, thanks I don't get any of those errors on the mac... and its hard to see warnings, but this new version was built in linux too and seems to work fine.Thanks for the testing...Works like a charm, tested with and without audio build, with and without archived data. I say commit it when you get the chance Quote Link to comment Share on other sites More sharing options...
memmaker650 Posted August 31, 2012 Report Share Posted August 31, 2012 OK, thanks I don't get any of those errors on the mac... and its hard to see warnings, but this new version was built in linux too and seems to work fine.Thanks for the testing...Amazing work with the new Sound system. Anxious to test it in the XI Alpha. Quote Link to comment Share on other sites More sharing options...
zoot Posted August 31, 2012 Report Share Posted August 31, 2012 A recent commit has broken my build:In file included from ../../../source/soundmanager/data/OggData.cpp:20:0:../../../source/soundmanager/data/OggData.h:27:17: fatal error: ogg.h: No such file or directorycompilation terminated.make[1]: *** [obj/engine_Release/OggData.o] Error 1make: *** [engine] Error 2 Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted August 31, 2012 Report Share Posted August 31, 2012 A recent commit has broken my build:In file included from ../../../source/soundmanager/data/OggData.cpp:20:0:../../../source/soundmanager/data/OggData.h:27:17: fatal error: ogg.h: No such file or directorycompilation terminated.make[1]: *** [obj/engine_Release/OggData.o] Error 1make: *** [engine] Error 2They were left out by mistake, it should be fixed now Quote Link to comment Share on other sites More sharing options...
zoot Posted August 31, 2012 Report Share Posted August 31, 2012 The build is fixed, but I got this after exiting a game (session):ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48) Quote Link to comment Share on other sites More sharing options...
stwf Posted August 31, 2012 Author Report Share Posted August 31, 2012 Hi,I was trying to commit this, but by the time I was done testing it look like someone else did it... Right? Quote Link to comment Share on other sites More sharing options...
feneur Posted August 31, 2012 Report Share Posted August 31, 2012 Hi,I was trying to commit this, but by the time I was done testing it look like someone else did it... Right?Yeah, Ben committed it. Quote Link to comment Share on other sites More sharing options...
stwf Posted September 1, 2012 Author Report Share Posted September 1, 2012 The build is fixed, but I got this after exiting a game (session):ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)ERROR: OpenAL error: Invalid Value; called from ~CSoundItem (line 48)Platform info? I don't see this on the mac... Quote Link to comment Share on other sites More sharing options...
zoot Posted September 1, 2012 Report Share Posted September 1, 2012 Platform info? I don't see this on the mac...Linux 64-bit, but I've only experienced it once so far - I am not able to reproduce it. Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted September 1, 2012 Report Share Posted September 1, 2012 I have that as well on Windows, you have to check the logs, it only seems to occur on shutdown. Maybe it's calling OpenAL functions after it has been shutdown (notice it occurs in the destructor), the opposite of the problem we had before. Quote Link to comment Share on other sites More sharing options...
stwf Posted September 1, 2012 Author Report Share Posted September 1, 2012 OK, I think it was a bug. Just the Mac didn't seem to mind. Quote Link to comment Share on other sites More sharing options...
myconid Posted September 1, 2012 Report Share Posted September 1, 2012 The game segfaults when starting up, Atlas segfaults when clicking the "Play" button. There was no issue a few revisions back, and it still works fine with the -nosound flag.gdb backtrace:(gdb) bt#0 0x0000000000000000 in ?? ()#1 0x00000000005cae8e in COggData::FetchDataIntoBuffer (this=0x4c013f0, count=<optimized out>, buffers=0x4c0142c) at ../../../source/soundmanager/data/OggData.cpp:106#2 0x00000000005cafb7 in COggData::InitOggFile (this=0x4c013f0, itemPath=<optimized out>) at ../../../source/soundmanager/data/OggData.cpp:63#3 0x00000000005ca335 in SoundDataFromOgg (itemPath=...) at ../../../source/soundmanager/data/SoundData.cpp:99#4 CSoundData::SoundDataFromFile (itemPath=...) at ../../../source/soundmanager/data/SoundData.cpp:79#5 0x00000000005c8f5b in CSoundManager::LoadItem (this=0xbaaaf0, itemPath=...) at ../../../source/soundmanager/SoundManager.cpp:182#6 0x00000000005d923e in Loop (this=<optimized out>) at ../../../source/soundmanager/js/MusicSound.cpp:50#7 CNativeFunction<JMusicSound, false, bool, &JMusicSound::Loop>::JSFunction (cx=0xc335e0, argc=<optimized out>, vp=0x7fffbd2e0218) at ../../../source/scripting/ScriptableObject.h:188#8 0x00007ffff710100a in js::Interpret(JSContext*, JSStackFrame*, unsigned int, JSInterpMode) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#9 0x00007ffff710a895 in js::RunScript(JSContext*, JSScript*, JSStackFrame*) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#10 0x00007ffff710ad32 in js::Invoke(JSContext*, js::CallArgs const&, unsigned int) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#11 0x00007ffff710bc1c in js::ExternalInvoke(JSContext*, js::Value const&, js::Value const&, unsigned int, js::Value*, js::Value*) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#12 0x00007ffff7088922 in JS_CallFunctionName () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#13 0x000000000052e7ac in ScriptInterface::CallFunction_ (this=0xbbcb20, val=<optimized out>, name=0x87d9d7 "init", argc=2, argv=0x7fffea90eaf0, ret=@0x7fffea90ea90) at ../../../source/scriptinterface/ScriptInterface.cpp:740#14 0x00000000007b75f1 in CallFunctionVoid<CScriptValRooted, CScriptValRooted> (a1=..., a0=..., name=0x87d9d7 "init", val=18445618172679858216, this=0xbbcb20) at ../../../source/scriptinterface/ScriptInterface.h:392#15 CGUIManager::LoadPage (this=0xcc74a0, page=...) at ../../../source/gui/GUIManager.cpp:164#16 0x00000000007b8bd6 in CGUIManager::PushPage (this=0xcc74a0, pageName=..., initData=...) at ../../../source/gui/GUIManager.cpp:80#17 0x00000000007b9452 in CGUIManager::SwitchPage (this=0xcc74a0, pageName=..., initData=...) at ../../../source/gui/GUIManager.cpp:72#18 0x000000000071fd5d in fGuiSwitchPage (msg=<optimized out>) at ../../../source/tools/atlas/GameInterface/Handlers/MiscHandlers.cpp:155#19 AtlasMessage::fGuiSwitchPage_wrapper (msg=<optimized out>) at ../../../source/tools/atlas/GameInterface/Handlers/MiscHandlers.cpp:153#20 0x0000000000701bc8 in RunEngine (data=<optimized out>) at ../../../source/tools/atlas/GameInterface/GameLoop.cpp:172#21 0x00007ffff49f2efc in start_thread () from /lib/x86_64-linux-gnu/libpthread.so.0#22 0x00007ffff472d59d in clone () from /lib/x86_64-linux-gnu/libc.so.6#23 0x0000000000000000 in ?? () Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted September 1, 2012 Report Share Posted September 1, 2012 The game segfaults when starting up, Atlas segfaults when clicking the "Play" button. There was no issue a few revisions back, and it still works fine with the -nosound flag.gdb backtrace:(gdb) bt#0 0x0000000000000000 in ?? ()#1 0x00000000005cae8e in COggData::FetchDataIntoBuffer (this=0x4c013f0, count=<optimized out>, buffers=0x4c0142c) at ../../../source/soundmanager/data/OggData.cpp:106#2 0x00000000005cafb7 in COggData::InitOggFile (this=0x4c013f0, itemPath=<optimized out>) at ../../../source/soundmanager/data/OggData.cpp:63#3 0x00000000005ca335 in SoundDataFromOgg (itemPath=...) at ../../../source/soundmanager/data/SoundData.cpp:99#4 CSoundData::SoundDataFromFile (itemPath=...) at ../../../source/soundmanager/data/SoundData.cpp:79#5 0x00000000005c8f5b in CSoundManager::LoadItem (this=0xbaaaf0, itemPath=...) at ../../../source/soundmanager/SoundManager.cpp:182#6 0x00000000005d923e in Loop (this=<optimized out>) at ../../../source/soundmanager/js/MusicSound.cpp:50#7 CNativeFunction<JMusicSound, false, bool, &JMusicSound::Loop>::JSFunction (cx=0xc335e0, argc=<optimized out>, vp=0x7fffbd2e0218) at ../../../source/scripting/ScriptableObject.h:188#8 0x00007ffff710100a in js::Interpret(JSContext*, JSStackFrame*, unsigned int, JSInterpMode) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#9 0x00007ffff710a895 in js::RunScript(JSContext*, JSScript*, JSStackFrame*) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#10 0x00007ffff710ad32 in js::Invoke(JSContext*, js::CallArgs const&, unsigned int) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#11 0x00007ffff710bc1c in js::ExternalInvoke(JSContext*, js::Value const&, js::Value const&, unsigned int, js::Value*, js::Value*) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#12 0x00007ffff7088922 in JS_CallFunctionName () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#13 0x000000000052e7ac in ScriptInterface::CallFunction_ (this=0xbbcb20, val=<optimized out>, name=0x87d9d7 "init", argc=2, argv=0x7fffea90eaf0, ret=@0x7fffea90ea90) at ../../../source/scriptinterface/ScriptInterface.cpp:740#14 0x00000000007b75f1 in CallFunctionVoid<CScriptValRooted, CScriptValRooted> (a1=..., a0=..., name=0x87d9d7 "init", val=18445618172679858216, this=0xbbcb20) at ../../../source/scriptinterface/ScriptInterface.h:392#15 CGUIManager::LoadPage (this=0xcc74a0, page=...) at ../../../source/gui/GUIManager.cpp:164#16 0x00000000007b8bd6 in CGUIManager::PushPage (this=0xcc74a0, pageName=..., initData=...) at ../../../source/gui/GUIManager.cpp:80#17 0x00000000007b9452 in CGUIManager::SwitchPage (this=0xcc74a0, pageName=..., initData=...) at ../../../source/gui/GUIManager.cpp:72#18 0x000000000071fd5d in fGuiSwitchPage (msg=<optimized out>) at ../../../source/tools/atlas/GameInterface/Handlers/MiscHandlers.cpp:155#19 AtlasMessage::fGuiSwitchPage_wrapper (msg=<optimized out>) at ../../../source/tools/atlas/GameInterface/Handlers/MiscHandlers.cpp:153#20 0x0000000000701bc8 in RunEngine (data=<optimized out>) at ../../../source/tools/atlas/GameInterface/GameLoop.cpp:172#21 0x00007ffff49f2efc in start_thread () from /lib/x86_64-linux-gnu/libpthread.so.0#22 0x00007ffff472d59d in clone () from /lib/x86_64-linux-gnu/libc.so.6#23 0x0000000000000000 in ?? ()Can you also provide the terminal output from the game's startup? Quote Link to comment Share on other sites More sharing options...
myconid Posted September 1, 2012 Report Share Posted September 1, 2012 Can you also provide the terminal output from the game's startup?I can, but it's not helpful at all:Cache: 500 (total: 3929) MiBTIMER| InitVfs: 511.094 usAL lib: pulseaudio.c:331: PulseAudio returned minreq > tlength/2; expect break upSound: AlcInit success, using PulseAudio DefaultTIMER| InitScripting: 2.42154 msTIMER| CONFIG_Init: 3.67938 msTIMER| RunHardwareDetection: 18.8531 msTIMER| write_sys_info: 17.6893 msTIMER| InitRenderer: 2.01848 msTIMER| ps_console: 1.81371 msTIMER| ps_lang_hotkeys: 802.757 usTIMER| common/setup.xml: 1.08079 msTIMER| common/styles.xml: 65.371 usTIMER| common/sprite1.xml: 2.10942 msTIMER| common/init.xml: 1.47044 msTIMER| common/common_sprites.xml: 2.47259 msTIMER| common/common_styles.xml: 340.896 usTIMER| pregame/sprites.xml: 723.277 usTIMER| pregame/styles.xml: 62.787 usTIMER| pregame/mainmenu.xml: 7.70251 msTIMER| common/global.xml: 447.194 usSegmentation fault(I've always gotten that warning about break up. It works just fine regardless.) Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted September 1, 2012 Report Share Posted September 1, 2012 While looking at the strange use of CStrW in CSoundData, I noticed that apparently m_FileName is never assigned to, yet GetFileName() is used in ReleaseSoundData(), so it seems that's an oversight and possibly a memory leak if it never cleans up the sound data.The game segfaults when starting up, Atlas segfaults when clicking the "Play" button. There was no issue a few revisions back, and it still works fine with the -nosound flag.gdb backtrace:(gdb) bt#0 0x0000000000000000 in ?? ()#1 0x00000000005cae8e in COggData::FetchDataIntoBuffer (this=0x4c013f0, count=<optimized out>, buffers=0x4c0142c) at ../../../source/soundmanager/data/OggData.cpp:106#2 0x00000000005cafb7 in COggData::InitOggFile (this=0x4c013f0, itemPath=<optimized out>) at ../../../source/soundmanager/data/OggData.cpp:63#3 0x00000000005ca335 in SoundDataFromOgg (itemPath=...) at ../../../source/soundmanager/data/SoundData.cpp:99#4 CSoundData::SoundDataFromFile (itemPath=...) at ../../../source/soundmanager/data/SoundData.cpp:79#5 0x00000000005c8f5b in CSoundManager::LoadItem (this=0xbaaaf0, itemPath=...) at ../../../source/soundmanager/SoundManager.cpp:182#6 0x00000000005d923e in Loop (this=<optimized out>) at ../../../source/soundmanager/js/MusicSound.cpp:50#7 CNativeFunction<JMusicSound, false, bool, &JMusicSound::Loop>::JSFunction (cx=0xc335e0, argc=<optimized out>, vp=0x7fffbd2e0218) at ../../../source/scripting/ScriptableObject.h:188#8 0x00007ffff710100a in js::Interpret(JSContext*, JSStackFrame*, unsigned int, JSInterpMode) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#9 0x00007ffff710a895 in js::RunScript(JSContext*, JSScript*, JSStackFrame*) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#10 0x00007ffff710ad32 in js::Invoke(JSContext*, js::CallArgs const&, unsigned int) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#11 0x00007ffff710bc1c in js::ExternalInvoke(JSContext*, js::Value const&, js::Value const&, unsigned int, js::Value*, js::Value*) () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#12 0x00007ffff7088922 in JS_CallFunctionName () from trunk/binaries/system/libmozjs185-ps-release.so.1.0#13 0x000000000052e7ac in ScriptInterface::CallFunction_ (this=0xbbcb20, val=<optimized out>, name=0x87d9d7 "init", argc=2, argv=0x7fffea90eaf0, ret=@0x7fffea90ea90) at ../../../source/scriptinterface/ScriptInterface.cpp:740#14 0x00000000007b75f1 in CallFunctionVoid<CScriptValRooted, CScriptValRooted> (a1=..., a0=..., name=0x87d9d7 "init", val=18445618172679858216, this=0xbbcb20) at ../../../source/scriptinterface/ScriptInterface.h:392#15 CGUIManager::LoadPage (this=0xcc74a0, page=...) at ../../../source/gui/GUIManager.cpp:164#16 0x00000000007b8bd6 in CGUIManager::PushPage (this=0xcc74a0, pageName=..., initData=...) at ../../../source/gui/GUIManager.cpp:80#17 0x00000000007b9452 in CGUIManager::SwitchPage (this=0xcc74a0, pageName=..., initData=...) at ../../../source/gui/GUIManager.cpp:72#18 0x000000000071fd5d in fGuiSwitchPage (msg=<optimized out>) at ../../../source/tools/atlas/GameInterface/Handlers/MiscHandlers.cpp:155#19 AtlasMessage::fGuiSwitchPage_wrapper (msg=<optimized out>) at ../../../source/tools/atlas/GameInterface/Handlers/MiscHandlers.cpp:153#20 0x0000000000701bc8 in RunEngine (data=<optimized out>) at ../../../source/tools/atlas/GameInterface/GameLoop.cpp:172#21 0x00007ffff49f2efc in start_thread () from /lib/x86_64-linux-gnu/libpthread.so.0#22 0x00007ffff472d59d in clone () from /lib/x86_64-linux-gnu/libc.so.6#23 0x0000000000000000 in ?? ()Obviously a silent failure somewhere, which is annoying We don't check the return value of OpenOggNonstream() so that's bad, it could fail for one of many reasons. Quote Link to comment Share on other sites More sharing options...
fabio Posted September 1, 2012 Report Share Posted September 1, 2012 It seems that alpha 10 has a higher audio volume than current svn. sound.mastergain is 0.9 can be highered to 1.0? Quote Link to comment Share on other sites More sharing options...
historic_bruno Posted September 1, 2012 Report Share Posted September 1, 2012 It seems that alpha 10 has a higher audio volume than current svn. sound.mastergain is 0.9 can be highered to 1.0?Some of the in-game sounds are quite loud already, maybe music needs to be boosted slightly, or which sounds are you thinking are too quiet? Quote Link to comment Share on other sites More sharing options...
fabio Posted September 1, 2012 Report Share Posted September 1, 2012 Some of the in-game sounds are quite loud already, maybe music needs to be boosted slightly, or which sounds are you thinking are too quiet?Starting music of main menu. It also seems it's missing some sounds from alpha 10, e.g. the ride cymbal entry sound from which the music start. Maybe it just was removed in the music file (it sounded better before to me). Quote Link to comment Share on other sites More sharing options...
stwf Posted September 1, 2012 Author Report Share Posted September 1, 2012 Hello All,OK, I added some more error handling to the ogg file inits, and hopefully it will both report and handle errors better... Sorry about the mFilename thing. Originally The sounds were reference counted and created, freed, and reinitialized dynamically. But it became apparent that the javascript engine isn't always good about reporting when things are deleted or go out of scope, also most sounds are rused again and again, so they should really be cached anyway.I will go through and make sure all remnants of that system are cleaned up. Quote Link to comment Share on other sites More sharing options...
Yves Posted September 2, 2012 Report Share Posted September 2, 2012 I just wanted to mention here that some people are saying that the music quality isn't as good as in alpha 10 anymore.Maybe it's the same that fabio mentioned about "missing some sounds".I compared with alpha 10 and can't hear a difference, but my speakers aren't very good ones.Check the discussion about that topic in the irc-logs(starts about 21:37)http://irclogs.wildfiregames.com/2012-08-31-QuakeNet-%230ad-dev.log Quote Link to comment Share on other sites More sharing options...
Shield Bearer Posted September 2, 2012 Report Share Posted September 2, 2012 There's a new, re-mastered main menu track, so thats why fabio finds it different But it seems the new sound manager (maybe) cuts of the highs and lows of the track, giving it a sorta bland feel. Quote Link to comment Share on other sites More sharing options...
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