http://bugs.winehq.org/show_bug.cgi?id=11499
Summary: sound effects not played correctly Battlefield 1942 Product: Wine Version: 0.9.54. Platform: All OS/Version: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: directx-dsound AssignedTo: wine-bugs@winehq.org ReportedBy: jeffzaroyko@gmail.com
wine-0.9.54, Ubuntu 7.04
When playing Battlefield 1942 with audio set to either oss or alsa, sound effects are not played correctly, some are not audible, some sound muffled or cut short at the start and end.
I've searched through bugzilla for "dsound" "directsound" and "sound effects" but I haven't been able to spot anything similar to this. I did try the patch on bug 9358 but if anything, subjectively it seemed worse.
I also tested the demo for bug 7755 but didn't find any problems with sound effects.
I've created a log of WINEDEBUG=+dsound, it's 80+ MB uncompressed for loading the game, loading a level and firing a weapon and then exiting immediately. The log does mention "Buffer starting or buffer underrun" - I don't know if this message is normal though.
2.5MB bzip2'd log http://members.iinet.net.au/~something/dsound.log.bz2
http://bugs.winehq.org/show_bug.cgi?id=11499
Jamin Collins jcollins@asgardsrealm.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jcollins@asgardsrealm.net
--- Comment #1 from Jamin Collins jcollins@asgardsrealm.net 2008-02-19 12:55:26 --- I'm not certain this is a problem with wine. I've been playing BF1942 under wine on Debian etch (4.0) for some time now. I've completed the campaign several times without noticing this issue. The versions of wine used range from 0.9.52 (possibly earlier) through 0.9.54.
Here is a list of my system's hardware for comparison: 00:00.0 Host bridge: nVidia Corporation nForce3 250Gb Host Bridge (rev a1) 00:01.0 ISA bridge: nVidia Corporation nForce3 250Gb LPC Bridge (rev a2) 00:01.1 SMBus: nVidia Corporation nForce 250Gb PCI System Management (rev a1) 00:02.0 USB Controller: nVidia Corporation CK8S USB Controller (rev a1) 00:02.1 USB Controller: nVidia Corporation CK8S USB Controller (rev a1) 00:02.2 USB Controller: nVidia Corporation nForce3 EHCI USB 2.0 Controller (rev a2) 00:05.0 Bridge: nVidia Corporation CK8S Ethernet Controller (rev a2) 00:06.0 Multimedia audio controller: nVidia Corporation nForce3 250Gb AC'97 Audio Controller (rev a1) 00:08.0 IDE interface: nVidia Corporation CK8S Parallel ATA Controller (v2.5) (rev a2) 00:0a.0 IDE interface: nVidia Corporation CK8S Serial ATA Controller (v2.5) (rev a2) 00:0b.0 PCI bridge: nVidia Corporation nForce3 250Gb AGP Host to PCI Bridge (rev a2) 00:0e.0 PCI bridge: nVidia Corporation nForce3 250Gb PCI-to-PCI Bridge (rev a2) 00:18.0 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] HyperTransport Technology Configuration 00:18.1 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Address Map 00:18.2 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] DRAM Controller 00:18.3 Host bridge: Advanced Micro Devices [AMD] K8 [Athlon64/Opteron] Miscellaneous Control 01:00.0 VGA compatible controller: nVidia Corporation G70 [GeForce 7800 GS] (rev a2) 02:06.0 Multimedia audio controller: Creative Labs SB Live! EMU10k1 (rev 0a) 02:06.1 Input device controller: Creative Labs SB Live! Game Port (rev 0a) 02:07.0 FireWire (IEEE 1394): VIA Technologies, Inc. IEEE 1394 Host Controller (rev 80)
And my current kernel: $ uname -a Linux odin 2.6.18-6-k7 #1 SMP Sun Feb 10 22:16:15 UTC 2008 i686 GNU/Linux
Perhaps it has to do with your kernel and/or audio hardware?
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #2 from Jeff Zaroyko jeffzaroyko@gmail.com 2008-02-19 15:13:03 --- (In reply to comment #1)
Perhaps it has to do with your kernel and/or audio hardware?
Maybe. HL2,CS 1.6, Stalker are all ok.
00:1b.0 Audio device: Intel Corporation 82801G (ICH7 Family) High Definition Audio Controller (rev 01)
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #3 from Jeff Zaroyko jeffzaroyko@gmail.com 2008-02-19 15:19:00 --- (In reply to comment #2)
(In reply to comment #1)
Perhaps it has to do with your kernel and/or audio hardware?
Maybe. HL2,CS 1.6, Stalker are all ok.
00:1b.0 Audio device: Intel Corporation 82801G (ICH7 Family) High Definition Audio Controller (rev 01)
Well, it can definitely be fixed in software, I know my setup works with this game under Cedega, which leads me to believe it's a bug in wine.
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #4 from Jamin Collins jcollins@asgardsrealm.net 2008-02-19 16:13:38 --- (In reply to comment #2)
(In reply to comment #1)
Perhaps it has to do with your kernel and/or audio hardware?
Maybe. HL2,CS 1.6, Stalker are all ok.
00:1b.0 Audio device: Intel Corporation 82801G (ICH7 Family) High Definition Audio Controller (rev 01)
Don't know if it is pertinent or not but that card does not appear to support hardware mixing of multiple audio streams according to the alsa project's documentation. Are you using any form of software sound server (esd, arts, etc)? Perhaps BF1942 is providing distinct audio streams and the games you reference are providing a single stream? I'm just brainstorming here. If there's any debugging information I can provide I'll be happy to.
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #5 from Jeff Zaroyko jeffzaroyko@gmail.com 2008-02-19 16:58:10 --- (In reply to comment #4)
(In reply to comment #2)
(In reply to comment #1)
Perhaps it has to do with your kernel and/or audio hardware?
Maybe. HL2,CS 1.6, Stalker are all ok.
00:1b.0 Audio device: Intel Corporation 82801G (ICH7 Family) High Definition Audio Controller (rev 01)
Don't know if it is pertinent or not but that card does not appear to support hardware mixing of multiple audio streams according to the alsa project's documentation. Are you using any form of software sound server (esd, arts, etc)? Perhaps BF1942 is providing distinct audio streams and the games you reference are providing a single stream? I'm just brainstorming here. If there's any debugging information I can provide I'll be happy to.
arts and esd are disabled, can you show me where you read this documentation?
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #6 from Jamin Collins jcollins@asgardsrealm.net 2008-02-19 19:40:23 --- Starting here:
http://alsa-project.org/main/index.php/Matrix:Main
Cards that support it will list the HWMIX tag, and are also listed here:
http://alsa-project.org/main/index.php/Matrix:Tag-HWMIX
Hardware mixing is one of the reasons I tend to stick with the older SB Live! cards.
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #7 from Jeff Zaroyko jeffzaroyko@gmail.com 2008-02-19 19:47:36 --- (In reply to comment #6)
Starting here:
http://alsa-project.org/main/index.php/Matrix:Main
Cards that support it will list the HWMIX tag, and are also listed here:
http://alsa-project.org/main/index.php/Matrix:Tag-HWMIX
Hardware mixing is one of the reasons I tend to stick with the older SB Live! cards.
ok - I still believe it's possible to fix this problem in software and I'm not convinced it is a hardware or driver issue. see comment #3
http://bugs.winehq.org/show_bug.cgi?id=11499
Frank Sagurna fgunni@01019freenet.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |fgunni@01019freenet.de
--- Comment #8 from Frank Sagurna fgunni@01019freenet.de 2008-02-25 14:58:31 --- I have the same sound issues here with ALC883 and usb sound card. Both are not hardware mixing capable. But shouldnt dmix plugin of alsa handle this?
http://bugs.winehq.org/show_bug.cgi?id=11499
Karsten Elfenbein kelfe@gmx.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |kelfe@gmx.de
--- Comment #9 from Karsten Elfenbein kelfe@gmx.de 2008-04-13 05:42:35 --- also getting these sound problems
cat /proc/asound/card0/codec#0 Codec: Realtek ALC888 Address: 0 Vendor Id: 0x10ec0888 Subsystem Id: 0x14627350 Revision Id: 0x100001 No Modem Function Group found Default PCM: rates [0x560]: 44100 48000 96000 192000 bits [0xe]: 16 20 24 formats [0x1]: PCM
a good way to reproduce is to make a quick game vs. bots on the map Berlin
http://bugs.winehq.org/show_bug.cgi?id=11499
Karsten Elfenbein kelfe@gmx.de changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #10 from Karsten Elfenbein kelfe@gmx.de 2008-06-12 16:44:24 --- *** This bug has been confirmed by popular vote. ***
http://bugs.winehq.org/show_bug.cgi?id=11499
cmaster2@hotmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |cmaster2@hotmail.com
--- Comment #11 from cmaster2@hotmail.com 2008-07-10 05:43:26 --- I don't beleive its the hardware mixing as I seem to have a similar problem with an audigy2 zs. The odd thing is it doesnt happen to all sounds. Some things i hear perfectly. Others are screwed up like the original reporter said. Examples of ones that are cut out "we've lost contact with an outpost" announcement. Heavy weapons like tanks boats etc. Sounds that work perfectly - standard gun fire (sniper rifle), and walking.
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #12 from Jeff Zaroyko jeffzaroyko@gmail.com 2008-09-05 11:59:48 --- (In reply to comment #11)
I don't beleive its the hardware mixing as I seem to have a similar problem with an audigy2 zs. The odd thing is it doesnt happen to all sounds. Some things i hear perfectly. Others are screwed up like the original reporter said. Examples of ones that are cut out "we've lost contact with an outpost" announcement. Heavy weapons like tanks boats etc. Sounds that work perfectly - standard gun fire (sniper rifle), and walking.
Yeah, I've had a think about it and it could be the 3D sound code. Almost as if sound is diminishing too quickly from the origin and the listener.
hacking the DS3DMODE to always be DS3DMODE_DISABLE in DSOUND_Calc3DBuffer produces astonishingly good sound, except all sounds are played as if they are to the immediate left or right, since no adjustment takes place.
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #13 from Jeff Zaroyko jeffzaroyko@gmail.com 2008-09-05 13:24:41 --- Created an attachment (id=15845) --> (http://bugs.winehq.org/attachment.cgi?id=15845) hack to make the sound closer to what it should be
http://bugs.winehq.org/show_bug.cgi?id=11499
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Keywords| |patch
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #14 from Jeff Zaroyko jeffz@jeffz.name 2008-12-21 00:33:40 --- Still present with 1.1.11.
http://bugs.winehq.org/show_bug.cgi?id=11499
kdog kdogn@comcast.net changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |kdogn@comcast.net
--- Comment #15 from kdog kdogn@comcast.net 2008-12-22 16:32:25 --- (In reply to comment #14)
Still present with 1.1.11. Using Jeff Zaroyko's hack idea, replacing the affected line by
"lVolume+= 1000 * log10(1.0/flDistance);" Seems to at least improve the sound issue while preserving depth.
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #16 from Jeff Zaroyko jeffz@jeffz.name 2008-12-22 22:03:08 --- (In reply to comment #15)
(In reply to comment #14)
Still present with 1.1.11. Using Jeff Zaroyko's hack idea, replacing the affected line by
"lVolume+= 1000 * log10(1.0/flDistance);" Seems to at least improve the sound issue while preserving depth.
It sounds much better with this change, can't say if it's 100% though - it's been some years since I've run the program on windows.
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #17 from Jeff Zaroyko jeffz@jeffz.name 2009-05-06 08:26:08 --- confirming still present in 1.1.20-gb03d07d
http://bugs.winehq.org/show_bug.cgi?id=11499
Ben benl11235@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |benl11235@gmail.com
--- Comment #18 from Ben benl11235@gmail.com 2009-08-17 18:52:23 --- Can someone explain Jeff's hack, I really want to play BF1942 with sound fixed, especially with kdog's comment 15. Thanks
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #19 from Jeff Zaroyko jeffz@jeffz.name 2009-08-18 03:36:04 --- (In reply to comment #18)
Can someone explain Jeff's hack, I really want to play BF1942 with sound fixed, especially with kdog's comment 15. Thanks
Bugzilla is not a help forum. Ask here instead: http://forum.winehq.org
confirming still present in 1.1.27.
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #20 from Austin English austinenglish@gmail.com 2010-04-30 17:11:12 --- This is your friendly reminder that there has been no bug activity for 6 months. Is this still an issue in current (1.1.43 or newer) wine?
http://bugs.winehq.org/show_bug.cgi?id=11499
NickNill dmbohdan@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |dmbohdan@gmail.com
--- Comment #21 from NickNill dmbohdan@gmail.com 2010-05-03 11:35:37 --- this bug is still present at winw 1.1.43
http://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #22 from Jeff Zaroyko jeffz@jeffz.name 2010-06-19 00:39:32 --- still present with 1.2-rc4.
http://bugs.winehq.org/show_bug.cgi?id=11499
Raymond superquad.vortex2@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |superquad.vortex2@gmail.com
--- Comment #23 from Raymond superquad.vortex2@gmail.com 2010-09-18 21:10:38 CDT --- (In reply to comment #12)
(In reply to comment #11)
I don't beleive its the hardware mixing as I seem to have a similar problem with an audigy2 zs. The odd thing is it doesnt happen to all sounds. Some things i hear perfectly. Others are screwed up like the original reporter said. Examples of ones that are cut out "we've lost contact with an outpost" announcement. Heavy weapons like tanks boats etc. Sounds that work perfectly - standard gun fire (sniper rifle), and walking.
Yeah, I've had a think about it and it could be the 3D sound code. Almost as if sound is diminishing too quickly from the origin and the listener.
hacking the DS3DMODE to always be DS3DMODE_DISABLE in DSOUND_Calc3DBuffer produces astonishingly good sound, except all sounds are played as if they are to the immediate left or right, since no adjustment takes place.
The winealsa.drv still does not support hardware mixing sound card , dwMaxHwMixingAllBuffers and dwMaxHwMixingStreammingBuffers are zero in dscaps
especially dwMaxHw3DAllBuffers and dwMaxHw3DStreammingBuffeers are zero
so it is correct that DS3DMODE_DISABLE when there are no Hw3D buffers
http://bugs.winehq.org/show_bug.cgi?id=11499
Pilot pilota51@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |pilota51@gmail.com
http://bugs.winehq.org/show_bug.cgi?id=11499
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Platform|All |Other
--- Comment #24 from Austin English austinenglish@gmail.com 2012-02-23 15:24:41 CST --- Removing deprecated 'All' Platform.
https://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #25 from Austin English austinenglish@gmail.com --- This is your friendly reminder that there has been no bug activity for 2 years. Is this still an issue in current (1.7.16 or newer) wine?
https://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #26 from Jeff Zaroyko jeffz@jeffz.name --- (In reply to Austin English from comment #25)
This is your friendly reminder that there has been no bug activity for 2 years. Is this still an issue in current (1.7.16 or newer) wine?
Most likely. I don't see any changes to the distance calculation in dsound3d.c since it was last confirmed. If someone else has a copy of the game, please feel free to retest on my behalf though.
https://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #27 from Mark I. pilota51@gmail.com --- I've been playing it a bit lately and this issue has significantly improved over the past couple years and I can't complain about it any more, especially now that I can hear planes properly (further than 50 feet away). However, I have still noticed an occasional tiny portion (roughly 200ms) of a distant sound played as though it were very near. It's rare and quick enough that it doesn't really bother me, but indicates that this issue may still exist to a small extent.
https://bugs.winehq.org/show_bug.cgi?id=11499
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution|--- |FIXED
--- Comment #28 from Austin English austinenglish@gmail.com --- (In reply to Mark I. from comment #27)
I've been playing it a bit lately and this issue has significantly improved over the past couple years and I can't complain about it any more, especially now that I can hear planes properly (further than 50 feet away). However, I have still noticed an occasional tiny portion (roughly 200ms) of a distant sound played as though it were very near. It's rare and quick enough that it doesn't really bother me, but indicates that this issue may still exist to a small extent.
Marking fixed then thanks. You're free to keep it open if you want to watch it and close when fixed.
https://bugs.winehq.org/show_bug.cgi?id=11499
Jeff Zaroyko jeffz@jeffz.name changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |REOPENED Resolution|FIXED |---
--- Comment #29 from Jeff Zaroyko jeffz@jeffz.name --- I'm not satisfied that this is fixed based on comment #26. Give me a few weeks to retest before closing it.
https://bugs.winehq.org/show_bug.cgi?id=11499
narri xqwerty123@luukku.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |xqwerty123@luukku.com
--- Comment #30 from narri xqwerty123@luukku.com --- Few years or few weeks?
Could you retry testing?
https://bugs.winehq.org/show_bug.cgi?id=11499
--- Comment #31 from Jeff Zaroyko jeffz@jeffz.name --- (In reply to narri from comment #30)
Few years or few weeks?
Could you retry testing?
There wasn't any point in retesting without a code change happening per comment #26.
Looks like there have been some relevant changes within the past few weeks though:
http://source.winehq.org/git/wine.git/history/HEAD:/dlls/dsound
Will actually try to retest soon. Slightly busy here for the next 6 weeks and it'll take me a few hours to setup a test system since I don't have one on hand. Patience is appreciated :)
https://bugs.winehq.org/show_bug.cgi?id=11499
Andrew Eikum aeikum@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |aeikum@codeweavers.com
https://bugs.winehq.org/show_bug.cgi?id=11499
Jeff Zaroyko jeffz@jeffz.name changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|REOPENED |RESOLVED Resolution|--- |FIXED
--- Comment #32 from Jeff Zaroyko jeffz@jeffz.name --- Retested with wine-1.7.46 - the sounds come-in and drop-off at the right distances near the waters edge now.
https://bugs.winehq.org/show_bug.cgi?id=11499
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #33 from Alexandre Julliard julliard@winehq.org --- Closing bugs fixed in 1.7.47.