Transistor

Transistor

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Krovoc Oct 30, 2014 @ 11:38am
No sound in Linux
So I had a bad day (got hit by a truck while crossing the street) and I saw that this game was for Linux now. Valve shut up and took my money, just as I hoped they would. Now, as if rubbing salt into my now useless leg, the game has no sound.
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Showing 1-15 of 36 comments
flibitijibibo Oct 30, 2014 @ 11:47am 
It's an issue with FMOD Studio's device selection. I exposed this in a text file so it can be fixed client-side:

http://pcgamingwiki.com/wiki/Transistor#OS_X.2FLinux_audio_missing

Sorry about that.
Krovoc Oct 30, 2014 @ 12:01pm 
there is no such directory as "Transistor" in .local/share, and so there certainly isn't a file to edit.
reverendloc  [developer] Oct 30, 2014 @ 12:05pm 
Did you check <Steam-folder>/userdata/<user-id>/237930/local ?

In my installation this is:

/.steam/steam/userdata/<user-id>/237930/local
Krovoc Oct 30, 2014 @ 12:37pm 
It is still trying to use device 0 despite changing the setting to device 1. I did this by changign the number in FMODDriver.txt from 0 to 1.


[edit] When I try to run it with ./Transistor it uses device 0, but if I launch it from Steam, it uses device 1.
Last edited by Krovoc; Oct 30, 2014 @ 12:49pm
No audio (wrong audio card)
The game select the first audio card and not the system default. Not a big deal, I just need to alt+tab and change the output card from the mixer.

Number of audio devices: 2
Driver #0: Tahiti XT HDMI Audio [Radeon HD 7970 Series] Digital Stereo (HDMI), Speaker Mode: STEREO
Driver #1: CMI8788 [Oxygen HD Audio] (Virtuoso 200 (Xonar D2X)) Stereo analogico, Speaker Mode: STEREO
Using driver #0
reverendloc  [developer] Oct 30, 2014 @ 2:08pm 
It's an issue with FMOD Studio's device selection. We exposed this in a text file so it can be fixed client-side:

http://pcgamingwiki.com/wiki/Transistor#OS_X.2FLinux_audio_missing
Daverball Oct 30, 2014 @ 7:06pm 
It crashes for me entirely, it seems to insist on using pulseaudio (no matter what SDL_AUDIODRIVER is set to) which is kinda broken on my system for whatever reason and I prefer using alsa and JACK anyways, it's been working fine with everything else. Is there any way to make it not use pulse?

Also here's the trace for my pulse related crash, the audio system seems to just crash if it cannot connect to the pulse server, which i cannot get running anymore. Crashing in that situation is bad regardless, it shouldn't crash just because it fails to connect to a pulseaudio server.

http://pastebin.com/WQDPgAdp

Are you by chance using a newer version of the FMOD libraries? I recall Costume Quest 2 recently getting into audio troubles on linux with alsa, it just doesn't seem to want to work with newer versions, they solved it to just reverting to an older version of FMOD.
Last edited by Daverball; Oct 30, 2014 @ 7:08pm
flibitijibibo Oct 30, 2014 @ 8:25pm 
Originally posted by Daverball:
It crashes for me entirely, it seems to insist on using pulseaudio (no matter what SDL_AUDIODRIVER is set to) which is kinda broken on my system for whatever reason and I prefer using alsa and JACK anyways, it's been working fine with everything else. Is there any way to make it not use pulse?

Also here's the trace for my pulse related crash, the audio system seems to just crash if it cannot connect to the pulse server, which i cannot get running anymore. Crashing in that situation is bad regardless, it shouldn't crash just because it fails to connect to a pulseaudio server.

http://pastebin.com/WQDPgAdp

Are you by chance using a newer version of the FMOD libraries? I recall Costume Quest 2 recently getting into audio troubles on linux with alsa, it just doesn't seem to want to work with newer versions, they solved it to just reverting to an older version of FMOD.
Right now we're on 1.04.05, which definitely has some overall problems, but no known crashes specifically related to sound backends. Wouldn't surprise me if they depended on Pulse, though.

As far as I know all of the FMOD Studio work is homemade, rather than using SDL_audio. Wouldn't surprise me if their Linux support was still shaky, but I dunno if they've made any improvements to it since I updated. (And even then, updating FMOD is a whole task in itself...)
Daverball Oct 30, 2014 @ 8:45pm 
Originally posted by flibitijibibo:
As far as I know all of the FMOD Studio work is homemade, rather than using SDL_audio. Wouldn't surprise me if their Linux support was still shaky, but I dunno if they've made any improvements to it since I updated. (And even then, updating FMOD is a whole task in itself...)
Oh I don't mean it's better with a newer version of FMOD but the opposite. FMOD worked just fine with all double fine games up until recently when they upgraded to a newer version when it stopped working for everyone using alsa. As soon as they reverted to an older version it was fine again. (4.42.16 is the version code on the libs that work fine)

Although they use a whole bunch of libraries (libfmodevent, libfmodeventnet, libfmodx) instead of libfmodstudio you have included with your binaries.

Also Bastion, which uses fmod too, runs just dandy on my setup and always has, so it's definitely the newer iterations of FMOD that are causing headaches.
Last edited by Daverball; Oct 30, 2014 @ 8:49pm
This fix it. Thanks.
flibitijibibo Oct 31, 2014 @ 5:15am 
Originally posted by Daverball:
Originally posted by flibitijibibo:
As far as I know all of the FMOD Studio work is homemade, rather than using SDL_audio. Wouldn't surprise me if their Linux support was still shaky, but I dunno if they've made any improvements to it since I updated. (And even then, updating FMOD is a whole task in itself...)
Oh I don't mean it's better with a newer version of FMOD but the opposite. FMOD worked just fine with all double fine games up until recently when they upgraded to a newer version when it stopped working for everyone using alsa. As soon as they reverted to an older version it was fine again. (4.42.16 is the version code on the libs that work fine)

Although they use a whole bunch of libraries (libfmodevent, libfmodeventnet, libfmodx) instead of libfmodstudio you have included with your binaries.

Also Bastion, which uses fmod too, runs just dandy on my setup and always has, so it's definitely the newer iterations of FMOD that are causing headaches.
Yeah, must be FMOD Studio then; those are all FMOD Ex version numbers (and filenames). Guess they threw out all their old stuff for Studio's Linux version.
Last edited by flibitijibibo; Oct 31, 2014 @ 5:15am
Daverball Oct 31, 2014 @ 5:26am 
That's a bit annoying, guess i'm gonna have to spend some more tens of hours figuring our why pulseaudio is broken for me, if I want to enjoy this game. :/

Edit: Well nevermind, just as mysteriously as it suddently broke, pulseaudio is working perfectly fine again with the JACK backend like I originally had set it up... good for me I suppose, now to make sure it gets started at system boot, so I don't have to do it manually.

It would still be nice to push for FMOD to either use SDL audio for their backend control or properly support alsa, so people are not forced to use pulseaudio as their backend as it tends not to be the best at all it when it comes to audio lag.
Last edited by Daverball; Oct 31, 2014 @ 5:36am
Project2501 Oct 31, 2014 @ 8:16am 
The FMODDriver.txt is empty in my case. I am using Arch Linux Kernnel 3.17 with Pulseaudio 5.0
Daverball Oct 31, 2014 @ 8:23am 
Originally posted by MuGetSu:
The FMODDriver.txt is empty in my case. I am using Arch Linux Kernnel 3.17 with Pulseaudio 5.0
The file basically should have a single digit in it, nothing else. When you start the game through a terminal it'll list all the available audio backends with a number id, just put in the one you need into the file. Also there's two different FMODDriver.txt locations depending on whether you launch it through steam or on its own.

~/.local/share/Transistor is the standalone path

~/Steam/userdata/{steam-user-id}/237930/local/ is the one steam uses.
Project2501 Oct 31, 2014 @ 8:46am 
Originally posted by Daverball:
Originally posted by MuGetSu:
The FMODDriver.txt is empty in my case. I am using Arch Linux Kernnel 3.17 with Pulseaudio 5.0
The file basically should have a single digit in it, nothing else. When you start the game through a terminal it'll list all the available audio backends with a number id, just put in the one you need into the file. Also there's two different FMODDriver.txt locations depending on whether you launch it through steam or on its own.

~/.local/share/Transistor is the standalone path

~/Steam/userdata/{steam-user-id}/237930/local/ is the one steam uses.


Thank you Daverball! ^.^ That worked! And you were right, the file i changed was in ~/.local/share/Transistor
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