https://bugs.winehq.org/show_bug.cgi?id=51126
Bug ID: 51126 Summary: [Regression] Evil Twin playing only first part of in game dialog's audio Product: Wine Version: 6.8 Hardware: x86-64 OS: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: winegstreamer Assignee: wine-bugs@winehq.org Reporter: andy86@fastwebnet.it Distribution: ---
Created attachment 69991 --> https://bugs.winehq.org/attachment.cgi?id=69991 wine output with +gstreamer and gst_debug=5
After d7fecebe93938bf1ef2349ac74413e28d6b8e153 Evil Twin play only first part of the in game dialog's audio.
Subtitles are fine and dialog's scene play fine but audio just stop after a bit of seconds and scenes are mute until game try to play next audio.
Compiling until previous commit the things works fine.
https://bugs.winehq.org/show_bug.cgi?id=51126
andy andy86@fastwebnet.it changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |baskanov@gmail.com, | |z.figura12@gmail.com Distribution|--- |ArchLinux
https://bugs.winehq.org/show_bug.cgi?id=51126
Zebediah Figura z.figura12@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Ever confirmed|0 |1 Summary|[Regression] Evil Twin |Multiple games play |playing only first part of |truncated audio (Evil Twin |in game dialog's audio |in-game dialog, Fallout: | |New Vegas radio tracks) Regression SHA1| |d7fecebe93938bf1ef2349ac744 | |13e28d6b8e153 Keywords| |regression Status|UNCONFIRMED |NEW
--- Comment #1 from Zebediah Figura z.figura12@gmail.com --- The same bug has also been observed in Fallout: New Vegas; there the radio tracks are truncated.
https://bugs.winehq.org/show_bug.cgi?id=51126
andy andy86@fastwebnet.it changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |andy86@fastwebnet.it
https://bugs.winehq.org/show_bug.cgi?id=51126
Zebediah Figura z.figura12@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |wineburn@protonmail.com
--- Comment #2 from Zebediah Figura z.figura12@gmail.com --- *** Bug 51066 has been marked as a duplicate of this bug. ***
https://bugs.winehq.org/show_bug.cgi?id=51126
--- Comment #3 from Anton Baskanov baskanov@gmail.com --- Also affects music tracks in the following games: Fallout 3, X2: The Threat, X3: Reunion, RC Cars, Hard Truck 2: King of the Road.
https://bugs.winehq.org/show_bug.cgi?id=51126
Christian Costa titan.costa@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |titan.costa@gmail.com
https://bugs.winehq.org/show_bug.cgi?id=51126
Kron4ek kron4ek@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |kron4ek@gmail.com
--- Comment #4 from Kron4ek kron4ek@gmail.com --- TES IV: Oblivion is also affected.
https://bugs.winehq.org/show_bug.cgi?id=51126
WinterSnowfall winter.snowfall23@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |winter.snowfall23@gmail.com
--- Comment #5 from WinterSnowfall winter.snowfall23@gmail.com --- Can confirm I am also seeing this in the X3 series of games ever since Wine 6.8, and it is still a problem in 6.11.
https://bugs.winehq.org/show_bug.cgi?id=51126
Zebediah Figura z.figura12@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Fixed by SHA1| |ddf3b93ac184a7e707b13f2793d | |450e40c2b85f7 Resolution|--- |FIXED Status|NEW |RESOLVED
--- Comment #6 from Zebediah Figura z.figura12@gmail.com --- Should be fixed by https://source.winehq.org/git/wine.git/commitdiff/ddf3b93ac184a7e707b13f2793d450e40c2b85f7.
https://bugs.winehq.org/show_bug.cgi?id=51126
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #7 from Alexandre Julliard julliard@winehq.org --- Closing bugs fixed in 6.14.
https://bugs.winehq.org/show_bug.cgi?id=51126
Mehmet gelisin mehmetgelisin@aol.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |mehmetgelisin@aol.com
--- Comment #8 from Mehmet gelisin mehmetgelisin@aol.com --- fix http://www.compilatori.com/ It's not clear to me that linking to msvcrt.dll would make things much better. We would then be possibly missing ucrtbase.dll being loaded. On Windows, ucrtbase.dll ends up being used in quite http://www.wearelondonmade.com/ some cases and I think that usually both msvcrt.dll and ucrtbase.dll end up being loaded. For a relatively high level testing, I used a simple test like this: http://www.jopspeech.com/ #include <windows.h> #include <stdio.h> http://joerg.li/ int main(int argc, char **argv) { LoadLibraryA(argc > 1 ? argv[1] : "user32.dll"); printf("%p %p\n", GetModuleHandleW(L"msvcrt.dll"), http://connstr.net/ GetModuleHandleW(L"ucrtbase.dll")); return 0; } http://embermanchester.uk/
For the test to make sense, it needs to be compiled with some other msvcrt version than tested ones. It's not possible with GCC mingw, so I used llvm-mingw with a command (I will attach the executable for convenience): http://www.slipstone.co.uk/
x86_64-w64-mingw32-gcc deptest.c -lmsvcr100 -o deptest64.exe
If you try it with DLLs like gdi32.dll or user32.dll, only ucrtbsae.dll is loaded on Windows 10. If you try it with advapi32.dll, only msvcrt.dll is loaded. Thus, higher level DLLs pull both of them. http://www.logoarts.co.uk/
That said, is the attached patch enough to get the game running?
fix http://www.acpirateradio.co.uk/ It's not clear to me that linking to msvcrt.dll would make things much better. We would then be possibly missing ucrtbase.dll being loaded. On Windows, ucrtbase.dll ends up being used in quite some cases and I think that usually both msvcrt.dll and ucrtbase.dll end up being loaded. For a relatively high level testing, I used a simple test like this: https://waytowhatsnext.com/
#include <windows.h> #include <stdio.h>
int main(int argc, char **argv) { https://www.webb-dev.co.uk/ LoadLibraryA(argc > 1 ? argv[1] : "user32.dll"); printf("%p %p\n", GetModuleHandleW(L"msvcrt.dll"), GetModuleHandleW(L"ucrtbase.dll")); return 0; }
For the test to make sense, it needs to be compiled with some other msvcrt version than tested ones. It's not possible with GCC mingw, so I used llvm-mingw with a command (I will attach the executable for convenience):
x86_64-w64-mingw32-gcc deptest.c -lmsvcr100 -o deptest64.exe
If you try it with DLLs like gdi32.dll or user32.dll, only ucrtbsae.dll is loaded on Windows 10. If you try it with advapi32.dll, only msvcrt.dll is loaded. Thus, higher level DLLs pull both of them.
That said, is the attached patch enough to get the game running? fix
It's not clear to me that linking to msvcrt.dll would make things much better. We would then be possibly missing ucrtbase.dll being loaded. On Windows, ucrtbase.dll ends up being used in quite some cases and I think that usually both msvcrt.dll and ucrtbase.dll end up being loaded. For a relatively high level testing, I used a simple test like this:
#include <windows.h> #include <stdio.h> http://www.iu-bloomington.com/
int main(int argc, char **argv) { LoadLibraryA(argc > 1 ? argv[1] : "user32.dll"); printf("%p %p\n", GetModuleHandleW(L"msvcrt.dll"), GetModuleHandleW(L"ucrtbase.dll")); return 0; } http://www-look-4.com/
For the test to make sense, it needs to be compiled with some other msvcrt version than tested ones. It's not possible with GCC mingw, so I used llvm-mingw with a command (I will attach the executable for convenience):
x86_64-w64-mingw32-gcc deptest.c -lmsvcr100 -o deptest64.exe
If you try it with DLLs like gdi32.dll or user32.dll, only ucrtbsae.dll is loaded on Windows 10. If you try it with advapi32.dll, only msvcrt.dll is loaded. Thus, higher level DLLs pull both of them.
That said, is the attached patch enough to get the game running?