http://bugs.winehq.org/show_bug.cgi?id=29294
--- Comment #30 from Antonio López amlopezalonso@gmail.com 2012-03-08 18:28:04 CST --- (In reply to comment #21)
No sound from these tests as plughw:0,0 is being used.
Please investigate further. winmm:wave iterates across all winmm devices, so it should use all devices that mmdevapi could open, likely not solely plughw:0,0.
Then I'd like you to run the render+winmm+dsound tests N times, every time with a different audio device selected via winecfg. Verify in the log that mmdevapi's default device changes. This is the one that gets used to produce the sine wave in the render test. You now know how to use the log's AUDDRV_GetAudioEndpoint lines to verify what gets used (search for the last occurrence in the file). What differences can you observe or hear?
Whatever device I choose I get stuttering plus the last GetAudioEndpoint always set to "default".
- CreateTimerQueueTimer, known from bug #28723, comment #130, kicks in at about
11ms only. That's not enough. Because of that, ALSA padding slowly decreases from 6288 (more than one ALSA period) to 3600 (a half period) while playing 1 second. If you would change the render test to play for 1 minute, it would hit an underrun. Can you increase the number of iterations (i<5999) in dlls/mmdevapi/tests/render.c:2102 and recompile to check that?
See the results in the attachment.
Still have to try DefaultSampleRate to 48000.