http://bugs.winehq.org/show_bug.cgi?id=11633
Summary: Blood 2: The Chosen Launcher audio bug Product: Wine Version: 0.9.55. Platform: All OS/Version: Linux Status: UNCONFIRMED Severity: minor Priority: P2 Component: directx-dsound AssignedTo: wine-bugs@winehq.org ReportedBy: liquid.acid@gmx.net CC: jb.faq@gmx.de
Hi there,
I noticed another bug in the game "Blood 2: The Chosen", this time it's both affecting the launcher application and the game engine. Something to this difference: - We have Blood2.exe in the game directory which is the main game launcher which enables the user to select the renderer type, resolution and some advanced settings concerning the graphics card. - Then we have Client.exe which is the main game engine client. This one is started by the launcher supplying some parameters like the game resources files which the engine should use (so you can easily extend the game with additional resource packages)
Currently tested version: Blood 2 version 2.0
Now the problem: - When starting the launcher it plays back some audio sample, there are like 5 audio samples which it can play (gunshot, scream, etc. - your know what I mean). - The samples are rather short and if the user waits for them to end the game can be launched without problem (playing the game is another story) - If the user does NOT wait for the sample to end and starts the game (by clicking on the launch button) before it has ended the game engine won't produce any sound, crash or mention that it couldn't initialize the audio driver.
The results when launching too early are dependent on the audio setup of the system. By audio setup I mean: - Which audio driver is selected in the launcher option menu (I'm going to supply a list) - Is the direct use of the audio hardware enabled in wine?
List of Blood 2 (LithTech engine) audio drivers: - Miles 2D Stereo Positional Audio - Microsoft DirectSound3D software emulation - RSX 3D Audio from RAD Game Tools - No Sound (quite uninteresting)
That's the list that appears when doing audio driver detect through the launcher.
Results (with direct HW audio access): - When using "Miles 2D" the audio produced by the launcher hangs and repeats. Sounds like the sample cache is repeated all the time. The game does start but does not enable sound and displays the following warning message: "The 3D sound provider is invalid" The game engine does seem to disable sound now completly and continues. - When using "MS DS3D soft emulation" the same as with "Miles 2D" happens, also the same warning message - "RSX" -> same results
Results (with non-direct HW access): Getting the same results but the sound mutes (instead of hanging and repeating). This applies to all available B2 audio drivers.
Another interesting thing: Blood 2 version 2.0 (I'm not sure for other versions) has six different audio drivers: - Mssa3d.m3d: Aureal 3D (?) - Mssds3dh.m3d: DirectSound3D Hardware (?) - Mssds3ds.m3d: DirectSound3D Software Emulation - Msseax.m3d: EAX (?) - Mssfast.m3d: Miles 2D Stereo (?) - Mssrsx.m3d: RSX 3D Audio (MSS = Miles Sound System ??)
The reason for the ? are that the three other drivers don't appear in the config menu. And I'm not quite sure why "Mssfast.m3d" should be the "Miles 2D Stereo" driver.
So the engine (?) or the code that is accessed through the launcher only detects three drivers. I'm especially worried since it won't detect DS3D Hardware support. Now another interesting thing is that when removing all sound option stuff from the autoexec.cfg (the main configuration file the engine uses) another warning message appears when doing an early-start of the client.exe. I suspect that the engine uses DS3D hardware support when not been configured properly.
I didn't succeed in crashing any application (launcher or engine) with version 2.0, but I'm still trying and I'm also going to step back to version 1.0 to check if the crashes were appearing there.
Thanks, Tobias
http://bugs.winehq.org/show_bug.cgi?id=11633
Jan Buecken jb.faq@gmx.de changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #1 from Jan Buecken jb.faq@gmx.de 2008-02-18 07:22:16 --- *** This bug has been confirmed by popular vote. ***
http://bugs.winehq.org/show_bug.cgi?id=11633
--- Comment #2 from Austin English austinenglish@gmail.com 2008-06-12 11:01:08 --- Is this still an issue in current (1.0-rc4 or newer) wine?
http://bugs.winehq.org/show_bug.cgi?id=11633
--- Comment #3 from Tobias Jakobi liquid.acid@gmx.net 2008-06-12 11:06:57 --- It has changed a bit on my SB Live based system, but remains.
The sound that was played from the launcher now "loops", while the game sound plays. That's on a system that supports hardware-mixing.
Going to try that on a dmix based system.
http://bugs.winehq.org/show_bug.cgi?id=11633
--- Comment #4 from Tobias Jakobi liquid.acid@gmx.net 2008-06-19 15:16:29 --- On a dmix based system (Intel HDA codec):
Sound buffer from launcher loops and game engine shows warning, that it couldn't initialize the audio hardware.
The problem remains in both configurations.
http://bugs.winehq.org/show_bug.cgi?id=11633
--- Comment #5 from Tobias Jakobi liquid.acid@gmx.net 2008-09-23 12:23:43 --- Reconfirming with wine-1.1.5
http://bugs.winehq.org/show_bug.cgi?id=11633
--- Comment #6 from Tobias Jakobi liquid.acid@gmx.net 2009-01-24 18:56:41 --- Retested with wine-1.1.13
No more issues on my desktop system. Going to check again on my laptop system where the issues also appeared.
http://bugs.winehq.org/show_bug.cgi?id=11633
--- Comment #7 from Tobias Jakobi liquid.acid@gmx.net 2009-01-29 17:21:30 --- Laptop system (equipped with Intel HDA codec) is still affected. The codec doesn't have hw mixing, but the issue is there both with UseDirectHW=n and y - so it doesn't matter if dmix is doing the mixing job.
http://bugs.winehq.org/show_bug.cgi?id=11633
--- Comment #8 from Austin English austinenglish@gmail.com 2009-07-30 11:59:28 --- Is this still an issue in current (1.1.26 or newer) wine?
http://bugs.winehq.org/show_bug.cgi?id=11633
--- Comment #9 from Tobias Jakobi liquid.acid@gmx.net 2009-08-06 11:02:54 --- Reconfirming with wine-1.1.26
http://bugs.winehq.org/show_bug.cgi?id=11633
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Keywords| |download URL| |http://www.fileplanet.com/4 | |7149/40000/fileinfo/Blood-2 | |:-The-Chosen-Demo
http://bugs.winehq.org/show_bug.cgi?id=11633
Raymond superquad.vortex2@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |superquad.vortex2@gmail.com
--- Comment #10 from Raymond superquad.vortex2@gmail.com 2010-09-24 21:13:10 CDT --- it is easy to get the Hardware DirectSound3D enabled in ds3d application (e.g RightMark3DSound ) but get it working is another story
Just need to set dwMaxHw3DAllBuffers non zero
infop = HeapAlloc( GetProcessHeap(), HEAP_ZERO_MEMORY, snd_pcm_info_sizeof() ); if ( snd_pcm_info(pcm, infop) == 0 ) { if ( snd_pcm_info_get_subdevices_count(infop) >= 16 ) { TRACE("hardware secondary buffers available\n"); pCaps->dwMaxHwMixingAllBuffers = 16; pCaps->dwMaxHwMixingStaticBuffers = 0; pCaps->dwMaxHwMixingStreamingBuffers = 16; pCaps->dwFreeHwMixingAllBuffers = 16; pCaps->dwFreeHwMixingStaticBuffers = 0; pCaps->dwFreeHwMixingStreamingBuffers = 16;
hw_params = HeapAlloc( GetProcessHeap(), HEAP_ZERO_MEMORY, snd_pcm_hw_params_sizeof() ); if ( snd_pcm_hw_params_any(pcm, hw_params) == 0 ) {
snd_pcm_hw_params_set_rate_resample(pcm, hw_params, 0);
snd_pcm_hw_params_get_rate_min(hw_params,&pCaps->dwMinSecondarySampleRate,0);
snd_pcm_hw_params_get_rate_max(hw_params,&pCaps->dwMaxSecondarySampleRate,0);
if (( snd_pcm_hw_params_test_format(pcm, hw_params, SND_PCM_FORMAT_S16_LE) == 0 ) || ( snd_pcm_hw_params_test_format(pcm, hw_params, SND_PCM_FORMAT_U16_LE) == 0 )) pCaps->dwFlags |= DSCAPS_SECONDARY16BIT; if (( snd_pcm_hw_params_test_format(pcm, hw_params, SND_PCM_FORMAT_U8) == 0 ) || ( snd_pcm_hw_params_test_format(pcm, hw_params, SND_PCM_FORMAT_S8) == 0 )) pCaps->dwFlags |= DSCAPS_SECONDARY8BIT;
if ( snd_pcm_hw_params_test_channels(pcm, hw_params, 1) == 0 ) { pCaps->dwFlags |= DSCAPS_SECONDARYMONO;
TRACE("hardware 3D buffers available\n"); pCaps->dwMaxHw3DAllBuffers = 16; pCaps->dwMaxHw3DStaticBuffers = 0; pCaps->dwMaxHw3DStreamingBuffers = 16; pCaps->dwFreeHw3DAllBuffers = 16; pCaps->dwFreeHw3DStaticBuffers = 0; pCaps->dwFreeHw3DStreamingBuffers = 16; }; if ( snd_pcm_hw_params_test_channels(pcm, hw_params, 2) == 0 ) pCaps->dwFlags |= DSCAPS_SECONDARYSTEREO; }; }; };
http://bugs.winehq.org/show_bug.cgi?id=11633
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Platform|All |Other
--- Comment #11 from Austin English austinenglish@gmail.com 2012-02-23 15:24:57 CST --- Removing deprecated 'All' Platform.
http://bugs.winehq.org/show_bug.cgi?id=11633
GyB gyebro69@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |gyebro69@gmail.com
--- Comment #12 from GyB gyebro69@gmail.com 2013-01-27 10:07:15 CST --- OP, could you test again if the problem is still present with current Wine versions (1.5.22 or newer)?
https://bugs.winehq.org/show_bug.cgi?id=11633
fjfrackiewicz@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |fjfrackiewicz@gmail.com
--- Comment #13 from fjfrackiewicz@gmail.com --- (In reply to Béla Gyebrószki from comment #12)
OP, could you test again if the problem is still present with current Wine versions (1.5.22 or newer)?
I am not the OP but running version 2.1.233 of Blood II with "wine BLOOD2.exe" I get the following:
the launcher sounds do not loop in-game conversations tend to sometimes get cut off at the end of a given character's sentence.
Running Wine 1.9.12 Staging with the GOG.com version of Blood 2 with the Nightmares expansion pack turned off.
https://bugs.winehq.org/show_bug.cgi?id=11633
--- Comment #14 from fjfrackiewicz@gmail.com --- Also the game spams this in terminal:
err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous. err:ddraw:d3d_device3_GetRenderState Unexpected texture stage state setup, returning D3DTBLEND_MODULATE - likely erroneous.
https://bugs.winehq.org/show_bug.cgi?id=11633
--- Comment #15 from fjfrackiewicz@gmail.com --- (In reply to fjfrackiewicz from comment #13)
(In reply to Béla Gyebrószki from comment #12)
OP, could you test again if the problem is still present with current Wine versions (1.5.22 or newer)?
I am not the OP but running version 2.1.233 of Blood II with "wine BLOOD2.exe" I get the following:
the launcher sounds do not loop in-game conversations tend to sometimes get cut off at the end of a given character's sentence.
Running Wine 1.9.12 Staging with the GOG.com version of Blood 2 with the Nightmares expansion pack turned off.
By the conversations getting cut off what I mean is that a character will be speaking their lines and then another character will start speaking their lines prematurely and, thus, cutting off the rest of the previous character's spoken line.
https://bugs.winehq.org/show_bug.cgi?id=11633
Andrew Eikum aeikum@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |aeikum@codeweavers.com
https://bugs.winehq.org/show_bug.cgi?id=11633
winetest@luukku.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |winetest@luukku.com
--- Comment #16 from winetest@luukku.com --- (In reply to fjfrackiewicz from comment #15)
By the conversations getting cut off what I mean is that a character will be speaking their lines and then another character will start speaking their lines prematurely and, thus, cutting off the rest of the previous character's spoken line.
Sounds like bug 30144.
https://bugs.winehq.org/show_bug.cgi?id=11633
joaopa jeremielapuree@yahoo.fr changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |jeremielapuree@yahoo.fr
--- Comment #17 from joaopa jeremielapuree@yahoo.fr --- By comment 13 original bug is fixed. Can an administrator close this bug as fixed?
https://bugs.winehq.org/show_bug.cgi?id=11633
pattietreutel katyaberezyaka@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |katyaberezyaka@gmail.com
https://bugs.winehq.org/show_bug.cgi?id=11633
Jeff Zaroyko jeffz@jeffz.name changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED Resolution|--- |FIXED
--- Comment #18 from Jeff Zaroyko jeffz@jeffz.name --- Reported fixed.
https://bugs.winehq.org/show_bug.cgi?id=11633
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #19 from Alexandre Julliard julliard@winehq.org --- Closing bugs fixed in 5.0-rc3.