http://bugs.winehq.org/show_bug.cgi?id=23516
Summary: Left 4 Dead 2 Sound Drop Product: Wine Version: 1.2-rc6 Platform: x86-64 OS/Version: Linux Status: UNCONFIRMED Severity: major Priority: P1 Component: -unknown AssignedTo: wine-bugs@winehq.org ReportedBy: tumpster84@gmail.com
The sound drop is likelier to happen when you either rescued (by incap or fall) or you rescue someone else. You expect the rescue sound to play, but it doesn't, and then most sounds don't play. This or after you rescue someone parts of the sound will drop, i.e. you can hear a gun firing but rain drops and voices cannot be heard.There are other instances where this also occurs (like luck), but the rescue one is the most reliable one to reproduce. Maps like the Passing and Dark Carnival, and game types like realism have a higher chance as well. I have not noticed any trends on weapons (melee or guns) and items, or characters (survivors or infected).
If you turn on captions and play the game, you expect to see readable words. When the sound problems occur, you'll see garbage appear in the captions whenever a sound event happens. You could play with the sound drop until: - you get kicked off the server (even your own) and get the Server not able to authenticate message - there is a round change, then the game "breaks", and you'll have to kill left4dead2.exe and/or crashes back to desktop. - you take the initiative, quit, and restart the game before the first two happen
http://bugs.winehq.org/show_bug.cgi?id=23516
Jeff Zaroyko jeffz@jeffz.name changed:
What |Removed |Added ---------------------------------------------------------------------------- Priority|P1 |P2 Summary|Left 4 Dead 2 Sound Drop |Left 4 Dead 2: sounds do | |not play reliably Alias|Tumpster | Severity|major |minor
--- Comment #1 from Jeff Zaroyko jeffz@jeffz.name 2010-07-04 21:13:35 --- not major: http://bugs.winehq.org/page.cgi?id=fields.html#importance
http://bugs.winehq.org/show_bug.cgi?id=23516
Craig tumpster84@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Severity|minor |normal
http://bugs.winehq.org/show_bug.cgi?id=23516
Dmitry Timoshkov dmitry@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Severity|normal |minor
http://bugs.winehq.org/show_bug.cgi?id=23516
3vi1 winehq.org@eternaldusk.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |winehq.org@eternaldusk.com
--- Comment #2 from 3vi1 winehq.org@eternaldusk.com 2010-09-11 11:00:01 CDT --- I can confirm this bug.
As a workaround, I hear you can type snd_restart into the game console window, though I haven't tried it since I no longer play this game under Wine due to bug 23286 disconnecting me at random points practically every campaign.
http://bugs.winehq.org/show_bug.cgi?id=23516
Felipe Moraes felipemoraesbr@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |felipemoraesbr@gmail.com
--- Comment #3 from Felipe Moraes felipemoraesbr@gmail.com 2010-09-14 21:49:19 CDT --- I can confirm this too, it happens specially in the dead center versus multiplayer
http://bugs.winehq.org/show_bug.cgi?id=23516
Felipe Moraes felipemoraesbr@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #4 from Felipe Moraes felipemoraesbr@gmail.com 2010-09-14 21:50:37 CDT --- *** This bug has been confirmed by popular vote. ***
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #5 from 3vi1 winehq.org@eternaldusk.com 2010-10-17 08:40:20 CDT --- I've been noticed this same bug yesterday in Counter-Strike: Source. I haven't really played it for more than a moment or two since they switched to the Orange Box engine, so I assume that's when it began happening.
As a workaround, snd_restart from the console window will get the sound going again... but you'll probably get shot while doing that. :)
http://bugs.winehq.org/show_bug.cgi?id=23516
PLL pslla.dev@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |pslla.dev@gmail.com
--- Comment #6 from PLL pslla.dev@gmail.com 2010-10-20 21:16:08 CDT --- Still happens in wine 1.3.5 and latest git.
Everytime I get pounced or notice missing sounds I press do the snd_restart and it doesn't crash. I have played reliably for hours using this workaround.
http://bugs.winehq.org/show_bug.cgi?id=23516
xhsdf pretzelfan@web.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |pretzelfan@web.de
--- Comment #7 from xhsdf pretzelfan@web.de 2010-10-24 02:04:38 CDT --- Emulating a virtual desktop and playing the game fullscreen (instead of borderless window mode) fixed this problem for me.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #8 from PLL pslla.dev@gmail.com 2010-10-26 12:55:38 CDT --- (In reply to comment #7)
Emulating a virtual desktop and playing the game fullscreen (instead of borderless window mode) fixed this problem for me.
I tried this a few times, the error stills happens everytime (play >30 minutes).
Seems like the bug where it can't authenticate the steam account is related to the sound droping, some times they have happened one following by the other.
I have noticed that if I keep constantly poking (say, each 5 minutes or so) the vpk files using snd_restart the bug is never activated.
It may be that the vpk files are being closed after a while and when l4d2 tries to load any sound or tries to validate the files, they are already closed and they can't be opened for some reason, which can be noticed in console where you find a lot of "not found" errors.
I am just speculating from my experience playing the game. Everything works great except for this tiny annoyance.
http://bugs.winehq.org/show_bug.cgi?id=23516
sim.nowak@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |sim.nowak@gmail.com
--- Comment #9 from sim.nowak@gmail.com 2010-11-30 14:51:54 CST --- I'm having similar symptoms with wine 1.3.6 : - most sounds (but not all) doesn't play anymore - the game crash at next loading OR i'm kicked a few minutes after the sound bug
However : - snd_restart doesn't change anything (except the game freeze for a bit) - I've tried disabling the sound in game (sound balance set to 0) and using full captions instead. The bug still occurred, except instead of a sound drop I got lines of captions with invalids characters (and the game crashed at the end of the round). - I've disabled pulseaudio, yet this didn't change a thing
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #10 from PLL pslla.dev@gmail.com 2010-12-02 15:06:07 CST --- (In reply to comment #9)
I'm having similar symptoms with wine 1.3.6 :
- most sounds (but not all) doesn't play anymore
- the game crash at next loading OR i'm kicked a few minutes after the sound
bug
However :
- snd_restart doesn't change anything (except the game freeze for a bit)
- I've tried disabling the sound in game (sound balance set to 0) and using
full captions instead. The bug still occurred, except instead of a sound drop I got lines of captions with invalids characters (and the game crashed at the end of the round).
- I've disabled pulseaudio, yet this didn't change a thing
It appears that the vpk files are being closed and everything goes missing. That's why sounds will be the first thing you notice missing but there will be a lot of things missing as maps, textures and caption lines.
Poking snd_restart often keeps the sound vpk file open but doesn't warranty the maps or textures vpk open which only leads to crash on map change.
It may have to do with Linux limits to open files, though I haven't tried.
http://bugs.winehq.org/show_bug.cgi?id=23516
Brandon Myers darthbrandon@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |darthbrandon@gmail.com
--- Comment #11 from Brandon Myers darthbrandon@gmail.com 2010-12-14 18:15:16 CST --- I've also experienced the sound and caption problems in Half-Life 2 Episode 2. Though in that game, the caption problems often start as soon as the game loads.
http://bugs.winehq.org/show_bug.cgi?id=23516
Kelytha kelytharun@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |kelytharun@gmail.com
--- Comment #12 from Kelytha kelytharun@gmail.com 2010-12-15 05:58:05 CST --- Does anyone experiences this bug in singleplayer too? For me singleplayer worked perfectly, I finished 3 whole campaigns without any problems. Yesterday I wanted to play multiplayer with a friend and this bug made it almost impossible. Even if I could work around the sound dropping, I was still disconnected from the server all the time, and if I tried to join back, the game crashed and I had to kill it from the console. Tried to play around with winecfg, to see if some setting would help, tried to run the game in a window, or on emulated desktop, tried low gore mode, etc. Nothing helped.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #13 from Brandon Myers darthbrandon@gmail.com 2010-12-15 11:24:20 CST --- (In reply to comment #12)
Does anyone experiences this bug in singleplayer too? For me singleplayer worked perfectly, I finished 3 whole campaigns without any problems. Yesterday I wanted to play multiplayer with a friend and this bug made it almost impossible. Even if I could work around the sound dropping, I was still disconnected from the server all the time, and if I tried to join back, the game crashed and I had to kill it from the console. Tried to play around with winecfg, to see if some setting would help, tried to run the game in a window, or on emulated desktop, tried low gore mode, etc. Nothing helped.
I had it happen in singleplayer.
I was playing The Passing, and the sound issues happened in the second chapter. The game then broke when I finished the chapter. (Results screen flashed for a second, and then I was taken back to my character's view, but unable to move as the game prompted me to heal Rochelle.)
http://bugs.winehq.org/show_bug.cgi?id=23516
Dan Kegel dank@kegel.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |dank@kegel.com
--- Comment #14 from Dan Kegel dank@kegel.com 2010-12-17 09:11:02 CST --- It would be interesting to see how many files the game and/or wineserver have open. lsof should be able to tell you. If it's not near 4096, then file descriptors aren't the problem. If it is high, try raising the hard ulimit, e.g. run ulimit -H -n to see what the limit on the number of files is, nhen edit /etc/security/limits.conf as root, and change the line * hard nofile 4096 (where 4096 is the old limit) to * hard nofile 8192 Then log out and log in again, and do ulimit -H -n It should show 8192 now.
Let us know if this helps.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #15 from Kelytha kelytharun@gmail.com 2010-12-17 09:17:54 CST --- (In reply to comment #14) Thanks for the tip, I will try.
I have also read on some forum (maybe CrossOver) that it can have to do something with amount of heap memory available to the game and that it can be tweaked with some setting.
I will try this too when I get home later today and post the results here.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #16 from Kelytha kelytharun@gmail.com 2010-12-17 18:17:55 CST --- (In reply to comment #14) So, I'm on Kubuntu 10.04 and I noticed that ulimit -H -n shows 1024 as the limit by default instead of 4096. So I went on and as you described I changed it to 8192, relogged, checked with ulimit that the change was in effect.
I took the following little snippet into a terminal: lsof -u kelytha | perl -lane '$x{"$F[0]:$F[1]"}++; END { print "$x{$_}\t$_" for sort {$x{$a}<=>$x{$b}} keys %x}' This is supposed to count the number of open files used by a process.
We played through a whole multiplayer campaign with friends. Earlier I couldn't play along a single level without seeing at least some glitch, now with the 8192 it worked perfectly!
At the final fight the above mentioned command showed the following output: [not showing processes that are not relevant here] 611 Steam.exe:3095 982 wineserve:3098 1055 left4dead:4125
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #17 from Brandon Myers darthbrandon@gmail.com 2010-12-18 14:47:31 CST --- (In reply to comment #16)
(In reply to comment #14) So, I'm on Kubuntu 10.04 and I noticed that ulimit -H -n shows 1024 as the limit by default instead of 4096. So I went on and as you described I changed it to 8192, relogged, checked with ulimit that the change was in effect.
I took the following little snippet into a terminal: lsof -u kelytha | perl -lane '$x{"$F[0]:$F[1]"}++; END { print "$x{$_}\t$_" for sort {$x{$a}<=>$x{$b}} keys %x}' This is supposed to count the number of open files used by a process.
We played through a whole multiplayer campaign with friends. Earlier I couldn't play along a single level without seeing at least some glitch, now with the 8192 it worked perfectly!
At the final fight the above mentioned command showed the following output: [not showing processes that are not relevant here] 611 Steam.exe:3095 982 wineserve:3098 1055 left4dead:4125
I did the recommended change to 8192, and it did stick, but I'm still having this bug with Half-Life 2 Episode 2.
I ran your script (substituting my user name, of course) while in-game (I used a TTY console and sent the results to a text file). I don't know which numbers are which, so here's my results.
496 wineserve:5566 538 Steam.exe:5582 577 hl2.exe:10140
I don't know if that means that HL2Ep2 needs an even higher ulimit number or what. This is with Closed Captions and Developer's Commentary turned on, so I don't know if that affects the numbers at all.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #18 from Kelytha kelytharun@gmail.com 2010-12-18 16:13:17 CST --- (In reply to comment #17)
I did the recommended change to 8192, and it did stick, but I'm still having this bug with Half-Life 2 Episode 2.
I ran your script (substituting my user name, of course) while in-game (I used a TTY console and sent the results to a text file). I don't know which numbers are which, so here's my results.
496 wineserve:5566 538 Steam.exe:5582 577 hl2.exe:10140
I don't know if that means that HL2Ep2 needs an even higher ulimit number or what. This is with Closed Captions and Developer's Commentary turned on, so I don't know if that affects the numbers at all.
The first number is the process ID, the second is the number of files the process wants to open. So this indeed sounds like that HL2 Episode 2 wants to load way more resources as Left 4 Dead 2.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #19 from Brandon Myers darthbrandon@gmail.com 2010-12-18 16:41:44 CST --- (In reply to comment #18)
The first number is the process ID, the second is the number of files the process wants to open. So this indeed sounds like that HL2 Episode 2 wants to load way more resources as Left 4 Dead 2.
Okay. So how should I set the ulimit then? Are there any potential problems with setting it too high? I assume the ulimit is a per-process limit...
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #20 from Brandon Myers darthbrandon@gmail.com 2010-12-18 22:27:06 CST --- Okay, I thought it might have just been isolated, but since setting the nofile limit to 8192, Half-Life 2 Episode 2 and Left 4 Dead 2 both start with no sound. While that was going on with HL2Ep2, I got the numbers I posted above thanks to Kelytha's script. I was in the area after I got the car, just outside the abandoned settlement ambush. That was with Closed Captions and Developer's Commentary turned on. This time I started Left 4 Dead 2 and loaded up The Passing (single-player with Closed Captions) and I ran the script again to get these numbers:
473 wineserve:17632 544 Steam.exe:17649 636 left4dead:18086
Like I said, L4D2 and HL2Ep2 both now start without any sound. Using snd_restart in the console did sometimes help with HL2Ep2, but only for less than a minute. I don't have the console enabled in L4D2.
I'm not using regular Wine, though. I'm using CrossOver Games 9.2, but I think that uses Wine 1.2 as its core.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #21 from Brandon Myers darthbrandon@gmail.com 2010-12-19 19:54:42 CST --- I wanted to wait before I made yet another comment.
I discovered that setting the nofile limit to 8192, for whatever reason, not only caused Half-Life 2 Episode 2 and Left 4 Dead 2 to start without sound, but also Poker Night at the Inventory, which doesn't use Source at all. So I commented out the line and rebooted, and PNatI works perfectly again.
I do hope this can all be sorted out, as I'm itching to finish the commentary nodes for HL2Ep2 and experience the various post-release L4D1&2 campaigns.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #22 from PLL pslla.dev@gmail.com 2010-12-22 00:39:03 CST --- Apparently setting the ulimit to a high value really fixes the issue.
I kept checking the open files and they never go down. I played 3 campains and finally hit the limit.
I guess I can live with restarting l4d2 each time I finish a campain.
It must be some bug where the files aren't being closed.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #23 from Kelytha kelytharun@gmail.com 2010-12-22 02:05:19 CST --- It also worth's noting that the game consists of an awful lot of small files... I was copying around my steamapps folder yesterday, which has more than 50GB of games and while L4D2 takes only 8GB of that, it took about half of the total file count! (and it took a way longer time to copy than all the rest)
So I think even without having a bug here it is realistic from this game to keep 10 thousands of files open. My question is if it is possible to do something to make it work without editing system-wide security rules?
Is there some way to let just one application bypass the system-wide limit?
Also, what are the possible caveats of setting some insanely high setting in limits.conf? Or disabling this sort of limit altogether... if that's possible at all?
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #24 from Dan Kegel dank@kegel.com 2010-12-22 09:57:54 CST --- Can you use lsof to see which files are leaking?
Changing the hard limit does kind of only affect apps that actively raise the soft limit. All other apps still have the same old limit.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #25 from Kelytha kelytharun@gmail.com 2010-12-22 10:00:42 CST --- (In reply to comment #24)
Can you use lsof to see which files are leaking?
What should I search for to see if there is a leak? Same file being opened again and again?
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #26 from Dan Kegel dank@kegel.com 2010-12-22 10:04:18 CST --- Run the game once for a couple minutes, save the output of lsof. Keep running it for another few minutes, save the output of lsof again. Find files that are in the second log but not the first.
(BTW, wine is what's raising the soft ulimit as far as the hard limit allows. The windows app knows nothing about unixy things like that.)
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #27 from Kelytha kelytharun@gmail.com 2010-12-22 14:14:41 CST --- (In reply to comment #26)
Run the game once for a couple minutes, save the output of lsof. Keep running it for another few minutes, save the output of lsof again. Find files that are in the second log but not the first.
(BTW, wine is what's raising the soft ulimit as far as the hard limit allows. The windows app knows nothing about unixy things like that.)
Okay, done as you said. Saved lsof output at a campaign start, and at a campaign finale, then I have ran diff on the two files.
Well, the result is strange, so I suspect we do have a bug here. There are a few minor differences between the two outputs in the beginning and middle, just a few files... but then at the end it seems the game opened the drive_c/windows/system32 directory about 3500 times.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #28 from Dan Kegel dank@kegel.com 2010-12-22 14:35:26 CST --- Which program has the handles open? What version of wine are you using? If it's old, do you still see windows\system32 file descriptor leaks after updating to wine-1.3.9?
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #29 from Kelytha kelytharun@gmail.com 2010-12-22 14:40:16 CST --- (In reply to comment #28)
Which program has the handles open? What version of wine are you using? If it's old, do you still see windows\system32 file descriptor leaks after updating to wine-1.3.9?
I am on 1.3.9. The process that has the handles open is left4dead2.exe
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #30 from Kelytha kelytharun@gmail.com 2010-12-23 18:39:30 CST --- It seems like the bug is with Steam itself, not Wine. I've been told today that the file handle leaking happens on Windows too. The difference is that Windows has no hard limit on file handles.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #31 from 3vi1 winehq.org@eternaldusk.com 2010-12-24 18:48:32 CST --- I saw the same results as Brandon: Setting the number of files to 8192 does *not* help (Kubuntu Natty (11.04) - 2.6.37-11-generic #25-Ubuntu SMP)
In fact, in my case, the sound drops seem to be entirely due to timing/CPU issues.
If I run Folding@Home in the background for 12 threads on my i980x, I'll get the sound drops immediately when entering a map, and randomly every few minutes thereafter. If I kill the F@H process, the sound will suddenly start working for many maps before it will finally and randomly drop.
http://bugs.winehq.org/show_bug.cgi?id=23516
runetmember@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |runetmember@gmail.com
--- Comment #32 from runetmember@gmail.com 2011-01-23 13:31:31 CST --- For me this (and this http://bugs.winehq.org/show_bug.cgi?id=25629 ) problem also present in Windows. I ask Valve support, they suggest few ways to solve it, and this method works for me (at least in Windows):
Browse to the following location: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile In the right pane, double-click on the entry called "NetworkThrottlingIndex". Take note of the currently entered value (This value will typically be listed as "a"). Then, change the value to the following hexadecimal value and press OK: FFFFFFFF
Can it usable for WINE? (I can not test it myself because of this bug http://bugs.winehq.org/show_bug.cgi?id=24667 )
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #33 from Kelytha kelytharun@gmail.com 2011-01-24 14:13:54 CST --- (In reply to comment #32)
For me this (and this http://bugs.winehq.org/show_bug.cgi?id=25629 ) problem also present in Windows. I ask Valve support, they suggest few ways to solve it, and this method works for me (at least in Windows):
Browse to the following location: HKEY_LOCAL_MACHINE\SOFTWARE\Microsoft\Windows NT\CurrentVersion\Multimedia\SystemProfile In the right pane, double-click on the entry called "NetworkThrottlingIndex". Take note of the currently entered value (This value will typically be listed as "a"). Then, change the value to the following hexadecimal value and press OK: FFFFFFFF
Can it usable for WINE? (I can not test it myself because of this bug http://bugs.winehq.org/show_bug.cgi?id=24667 )
No, speech is still too quiet in the movie.
http://bugs.winehq.org/show_bug.cgi?id=23516
--- Comment #34 from Luis Alvarado luisalvaradox@gmail.com 2011-09-11 21:42:45 CDT --- This is fixed after 1.3.28 with the new Automagic audio driver selection and other sound changes made in this version. The introduction sounds perfect and when playing you can even hear more sounds from the environment, zombies and gun shots. The game feels much better now.
http://bugs.winehq.org/show_bug.cgi?id=23516
Collin Nothingmuchheretosay@yahoo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |Nothingmuchheretosay@yahoo. | |com
--- Comment #35 from Collin Nothingmuchheretosay@yahoo.com 2011-11-19 01:34:52 CST --- (In reply to comment #34)
This is fixed after 1.3.28 with the new Automagic audio driver selection and other sound changes made in this version. The introduction sounds perfect and when playing you can even hear more sounds from the environment, zombies and gun shots. The game feels much better now.
Does it also fix the limited file descriptors?
http://bugs.winehq.org/show_bug.cgi?id=23516
Jerome Leclanche adys.wh@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|NEW |RESOLVED CC| |adys.wh@gmail.com Resolution| |FIXED
--- Comment #36 from Jerome Leclanche adys.wh@gmail.com 2012-01-23 11:58:49 CST --- Fixed, per comment 34.
http://bugs.winehq.org/show_bug.cgi?id=23516
Alexandre Julliard julliard@winehq.org changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #37 from Alexandre Julliard julliard@winehq.org 2012-01-27 14:17:04 CST --- Closing bugs fixed in 1.4-rc1.