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Demo problems – sound
There is no sound. Is this intended? Is the game assuming the presence of pulseaudio and failing to fall back on plain ALSA? Is it expecting something other than audio limited (via ~/.asoundrc) to 2 channels?

I don't see anything in the log regarding problems with audio…
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Showing 1-3 of 3 comments
Drainyard  [developer] Jun 29, 2021 @ 1:25am 
Hmm, there might very well be a requirement for pulseaudio. The game is made in Unity, and I have previously experienced issues with Unity games when pulseaudio was not installed on Linux, but I haven't been able to check yet.
Not Mr Flıbble Jun 29, 2021 @ 6:54pm 
I've run a few more tests now.

Forcing use of an empty file named “libpulse-simple.so.0” (such that trying to dlopen() the library fails) makes no difference. As this was the workaround for some old versions of Unity to cause fallback to ALSA in the absence of the pulseaudio dæmon, no difference is what I expected.

If I instead force use of a zero-sized libpulse.so.0, things break – lots of repeated log text regarding an inability to load libAkSoundEngine.

Removing my ~/.asoundrc makes no difference.

Using apulse works, but it's nothing more than a workaround.
APULSE_PLAYBACK_DEVICE=plughw:0,0 apulse %command%

If the game (or the audio library which it uses) is using ALSA and trying to select an audio device provided by the graphics card then it could be working – but I can't tell as it's not choosing the one which is actually connected up to a monitor. However, so far as I can tell (via gdb), it doesn't appear to be trying to use ALSA at all.
Last edited by Not Mr Flıbble; Jun 29, 2021 @ 7:00pm
olejorgenb Jun 1, 2022 @ 9:59am 
I have no sound in the demo either and running a standard ubuntu system with pulseaudio
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