http://bugs.winehq.org/show_bug.cgi?id=13046
Summary: Intermittent audio looping in Beyond Good and Evil Product: Wine Version: 0.9.61. Platform: PC OS/Version: Linux Status: UNCONFIRMED Severity: normal Priority: P2 Component: directx-dsound AssignedTo: wine-bugs@winehq.org ReportedBy: ben-dev@gmx.net
Created an attachment (id=12801) --> (http://bugs.winehq.org/attachment.cgi?id=12801) dsound trace
The sound in Beyond Good and Evil is badly broken. Around half of the audio clips (whether they're music, voice or effects) start playing but get stuck in a ~2 second continuous loop (i.e. the first ~2 seconds of the clip play over and over again) and this continues until a scene change.
I've tested this on Ubuntu 7.10 and 8.04 with alsa, oss and jack and nothing helped.
In the trace, I can't see anything obvious. It looks a bit like the application stops responding to SetEvent()s. In the attached file, the only sound you can hear is looping for the last half of the trace.
The problems vary from run to run - pretty much any of the audio clips might break on any given run. I searched bugzilla but couldn't see any bugs for this problem.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #1 from Ben Mayhew ben-dev@gmx.net 2008-05-08 04:32:19 --- Created an attachment (id=12819) --> (http://bugs.winehq.org/attachment.cgi?id=12819) -d3d_draw,+dsound,+relay
I tried running it with +relay to see what was happening when SetEvent() is not being processed. Line 344400 is surprising:
trace:dsound:SecondaryBufferImpl_GetCurrentPosition (0x4d1ftrace:dsound:DSOUND_Chtrace:dsound:IDirectSoundBufferImpl_GetCurrentPosittrace:dsound:DSOUND_CheckEvent ch001a:Call ntdll.RtlAcquireResourceShtrace:dsound:DSOUND_MixOne new primar001a:Ret ntdll.RtlAcquireResourceShar0019:Call ntdll.RtlReleaseResource001a:Call ntdll.RtlRelea0019:Ret ntdll.RtlReleaseResource001a:Ret ntdll.RtlReleaseResourtrace:dsound:DSOUND_MixToPrimary M001a:Call KERNEL32.GetTickCount() rtrace:dsound001a:Ret KERNEL32.GetTickCount() retval=0000236d ret=7e8trace:trace:dsound:IDirectSoundBufferImpl_GetCurrentPosition playpos trace:dsound:DSOUND_MixToPrimary MixToPrimary for 0x4e20440, strace:dtrace:dsound:DSOUND_MixToPrimary MixToPrimary for 0x6070ac0, state=0
I'm not sure what's happening there but it looks like two threads are executing at the same time.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #2 from Ben Mayhew ben-dev@gmx.net 2008-05-08 04:50:33 --- I was able to workaround the problem a little bit by adding a critical section on This->device->mixlock around IDirectSoundBufferImpl_Lock.
So it looks like the problem is because there are two separate locking mechanisms for dsound - the critical section and the RtlAcquireResource calls on This->lock inside buffer.c
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #3 from Lei Zhang thestig@google.com 2008-05-08 14:50:02 --- Same problem in the demo? http://www.gamershell.com/news_9615.html
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #4 from Ben Mayhew ben-dev@gmx.net 2008-05-08 15:38:51 --- I just downloaded the demo (from gamezone as gamershell didn't work). The demo has more problems than the dvd version but run with -d3d_draw,-d3d the first part was playable.
Yes, the demo does have the same problems but it's much harder to hear them while playing but if you just leave the title screen up you'll notice that the background "music" often gets stuck in a loop.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #5 from Ben Mayhew ben-dev@gmx.net 2008-05-08 15:50:59 --- P.S. If you've got any ideas as to what might be causing the problems, I'll be happy to investigate. I've been going through the code of dsound quite heavily but I haven't found any real problems yet. Changing the locks around makes some improvements but that just suggests it's a timing issue in some other part of the code.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #6 from Ben Mayhew ben-dev@gmx.net 2008-05-09 11:32:08 --- Created an attachment (id=12842) --> (http://bugs.winehq.org/attachment.cgi?id=12842) -d3d_draw,+dsound and some custom debug
I think I've found the direct cause of the problems. I added some debug to WaitForMultipleObjects and compared the handles to the ones passed to SetNotificationPositions.
It looks like the app doesn't always wait for the notifications (i.e. 0xac & 0xd0 are left out of the call to WaitForMultipleObjects) and thus the thread doesn't get woken up in time for the audio.
If this analysis is correct then that suggests that the real problem is that one of the other events is not being sent when it should. (And I thought this couldn't get any more complicated :-( ).
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #7 from Ben Mayhew ben-dev@gmx.net 2008-05-09 13:19:41 --- The events that the thread is waiting for when it gets stuck all belong to the main thread and there are no clues as to why they should or shouldn't be triggered.
So I guess there's no sensible way of progressing. Hopefully it's an indirect result of another bug and will get fixed automatically.
http://bugs.winehq.org/show_bug.cgi?id=13046
Wai Ling Tsang simotsa@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |simotsa@gmail.com
--- Comment #8 from Wai Ling Tsang simotsa@gmail.com 2008-06-13 21:01:42 --- (In reply to comment #2)
I was able to workaround the problem a little bit by adding a critical section on This->device->mixlock around IDirectSoundBufferImpl_Lock.
So it looks like the problem is because there are two separate locking mechanisms for dsound - the critical section and the RtlAcquireResource calls on This->lock inside buffer.c
Could you post the patch for this workaround?
http://bugs.winehq.org/show_bug.cgi?id=13046
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |RESOLVED Resolution| |ABANDONED
--- Comment #9 from Austin English austinenglish@gmail.com 2008-12-11 11:14:37 --- Abandoned.
http://bugs.winehq.org/show_bug.cgi?id=13046
Austin English austinenglish@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|RESOLVED |CLOSED
--- Comment #10 from Austin English austinenglish@gmail.com 2008-12-11 11:18:14 --- Closing.
http://bugs.winehq.org/show_bug.cgi?id=13046
default_357-line@yahoo.de changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |default_357-line@yahoo.de
--- Comment #11 from default_357-line@yahoo.de 2008-12-17 23:17:28 --- How can this bug be closed if the problem is not fixed?
Is it really a good idea to make us resubmit the exact same bug again?
http://bugs.winehq.org/show_bug.cgi?id=13046
Jeff Zaroyko jeffz@jeffz.name changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|CLOSED |UNCONFIRMED Resolution|ABANDONED |
--- Comment #12 from Jeff Zaroyko jeffz@jeffz.name 2008-12-18 01:03:51 --- It helps if you can retest every few versions of Wine and post a comment saying that the problem still exists if there is no other activity.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #13 from default_357-line@yahoo.de 2008-12-20 16:00:56 --- Still present on 1.1.10.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #14 from default_357-line@yahoo.de 2009-02-12 20:33:58 --- Still present on 1.1.14.
http://bugs.winehq.org/show_bug.cgi?id=13046
Michael Abbott michael@araneidae.co.uk changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |michael@araneidae.co.uk
--- Comment #15 from Michael Abbott michael@araneidae.co.uk 2009-03-30 16:49:14 --- Can confirm this on the startup menu on wine-1.1.18
http://bugs.winehq.org/show_bug.cgi?id=13046
noteventime@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |noteventime@gmail.com
--- Comment #16 from noteventime@gmail.com 2009-06-17 17:56:45 --- Still present on 1.1.23.
http://bugs.winehq.org/show_bug.cgi?id=13046
Michael Abbott michael@araneidae.co.uk changed:
What |Removed |Added ---------------------------------------------------------------------------- Status|UNCONFIRMED |NEW Ever Confirmed|0 |1
--- Comment #17 from Michael Abbott michael@araneidae.co.uk 2009-07-13 10:30:20 --- *** This bug has been confirmed by popular vote. ***
http://bugs.winehq.org/show_bug.cgi?id=13046
Brian bdafrica@yahoo.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |bdafrica@yahoo.com
--- Comment #18 from Brian bdafrica@yahoo.com 2009-07-16 12:34:40 --- Confirmed in 1.1.25.
http://bugs.winehq.org/show_bug.cgi?id=13046
Benoit PIERRE benoit.pierre@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |benoit.pierre@gmail.com
--- Comment #19 from Benoit PIERRE benoit.pierre@gmail.com 2009-12-05 18:06:11 --- Still present on 1.1.34.
http://bugs.winehq.org/show_bug.cgi?id=13046
Panno julipanno@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |julipanno@gmail.com
--- Comment #20 from Panno julipanno@gmail.com 2010-06-25 06:27:34 --- Still present in Wine 1.2 rc4
http://bugs.winehq.org/show_bug.cgi?id=13046
athom athomber@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |athomber@gmail.com
--- Comment #21 from athom athomber@gmail.com 2010-06-29 08:48:18 --- It is also still present on Wine 1.1.42, it seems nobody escapes from the bug nor did anyone find a workaround
http://bugs.winehq.org/show_bug.cgi?id=13046
Sude sude.qaz@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |sude.qaz@gmail.com
--- Comment #22 from Sude sude.qaz@gmail.com 2010-09-16 10:33:05 CDT --- Still present in 1.3.2
http://bugs.winehq.org/show_bug.cgi?id=13046
Matěj Týč matej.tyc@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |matej.tyc@gmail.com
--- Comment #23 from Matěj Týč matej.tyc@gmail.com 2010-10-01 07:42:21 CDT --- Still in Wine 1.3.3
If there is a developer who would like to look into this seriously, please contact me and I will buy you the game from GOG.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #24 from Sude sude.qaz@gmail.com 2010-10-02 03:13:30 CDT --- Still present in Wine 1.3.4
http://bugs.winehq.org/show_bug.cgi?id=13046
Andrew Millington andrew.millington@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |andrew.millington@gmail.com
--- Comment #25 from Andrew Millington andrew.millington@gmail.com 2010-10-02 04:06:45 CDT --- A workaround for me is to set dsound to native but I haven't testing this much and it does have other problems.
http://bugs.winehq.org/show_bug.cgi?id=13046
Raymond superquad.vortex2@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |superquad.vortex2@gmail.com
--- Comment #26 from Raymond superquad.vortex2@gmail.com 2010-10-03 20:06:50 CDT --- Which sound card do you have ?
are you select to use winealsa ?
You configured wine to use FULL hardware acceleration
DSCAPS_CONTINUOUSRATE in the dscaps of the audio driver tell the application that it can support any rate
and the application create a 3d buffer with rate 10000Hz
did your sound card support 10000Hz ?
if not, wine will need to resample 10000Hz to the supported rate of the sound card
trace:dsound:setup_dsound_options ds_emuldriver = 0 trace:dsound:setup_dsound_options ds_hel_buflen = 32768 trace:dsound:setup_dsound_options ds_snd_queue_max = 10 trace:dsound:setup_dsound_options ds_snd_queue_min = 6 trace:dsound:setup_dsound_options ds_hw_accel = Full trace:dsound:setup_dsound_options ds_default_playback = 0 trace:dsound:setup_dsound_options ds_default_capture = 0 trace:dsound:setup_dsound_options ds_default_sample_rate = 48000 trace:dsound:setup_dsound_options ds_default_bits_per_sample = 16 trace:dsound:setup_dsound_options ds_snd_shadow_maxsize = 2 trace:dsound:IDirectSoundImpl_Create (0x32fcb4) trace:dsound:IDirectSound8_IDirectSound8_Create (0x4c00ca8,0x32fd14) trace:dsound:IDirectSoundImpl_AddRef (0x4c00ca8) ref was 0 trace:dsound:IDirectSound8_IDirectSound8_AddRef (0x51501c0) ref was 0 trace:dsound:IDirectSound8_IDirectSound8_Initialize (0x51501c0, {bd6dd71a-3deb-11d1-b171-00c04fc20000}) trace:dsound:DirectSoundDevice_Initialize (0x4c00cac,{bd6dd71a-3deb-11d1-b171-00c04fc20000}) trace:dsound:GetDeviceID ({bd6dd71a-3deb-11d1-b171-00c04fc20000},0x32fc54) trace:dsound:GetDeviceID returns {bd6dd71a-3deb-11d1-b171-00c04fc20000} trace:dsound:DirectSoundDevice_Create (0x32fc1c) trace:dsound:DSOUND_ReopenDevice (0x6f90090, 0) trace:dsound:DSOUND_PrimaryCreate (0x6f90090) trace:dsound:DSOUND_PrimaryOpen (0x6f90090) trace:dsound:DSOUND_RecalcPrimary (0x6f90090) trace:dsound:DSOUND_RecalcPrimary fraglen=2048 helfrags=32 trace:dsound:DirectSoundDevice_Initialize Minimum timer resolution: 1, max timer: 65535 trace:dsound:IDirectSound8_IDirectSound8_GetCaps (0x51501c0,0xb8c9e0) trace:dsound:DirectSoundDevice_GetCaps (0x6f90090,0xb8c9e0) trace:dsound:DirectSoundDevice_GetCaps (flags=0x00000f5f: trace:dsound:_dump_DSCAPS DSCAPS_PRIMARYMONO DSCAPS_PRIMARYSTEREO DSCAPS_PRIMARY8BIT DSCAPS_PRIMARY16BIT DSCAPS_CONTINUOUSRATE DSCAPS_CERTIFIED DSCAPS_SECONDARYMONO DSCAPS_SECONDARYSTEREO DSCAPS_SECONDARY8BIT DSCAPS_SECONDARY16BIT ) trace:dsound:IDirectSound8_IDirectSound8_SetCooperativeLevel (0x51501c0,0x40028,DSSCL_EXCLUSIVE) trace:dsound:DirectSoundDevice_SetCooperativeLevel (0x6f90090,0x40028,DSSCL_EXCLUSIVE) warn:dsound:DirectSoundDevice_SetCooperativeLevel level=DSSCL_EXCLUSIVE not fully supported trace:dsound:IDirectSound8_IDirectSound8_CreateSoundBuffer (0x51501c0,0x32fd18,0x13959a0,(nil)) trace:dsound:DirectSoundDevice_CreateSoundBuffer (0x6f90090,0x32fd18,0x13959a0,(nil)) trace:dsound:DirectSoundDevice_CreateSoundBuffer (structsize=36) trace:dsound:DirectSoundDevice_CreateSoundBuffer (flags=0x00000001: trace:dsound:_dump_DSBCAPS DSBCAPS_PRIMARYBUFFER ) trace:dsound:DirectSoundDevice_CreateSoundBuffer (bufferbytes=0) trace:dsound:DirectSoundDevice_CreateSoundBuffer (lpwfxFormat=(nil)) trace:dsound:PrimaryBufferImpl_Create 0x6f90090,0x6f903bc,0x6f903c0) trace:dsound:PrimaryBufferImpl_Create Created primary buffer at 0x49f0c08 trace:dsound:PrimaryBufferImpl_Create (formattag=0x0001,chans=2,samplerate=48000,bytespersec=192000,blockalign=4,bitspersamp=16,cbSize=0) trace:dsound:PrimaryBufferImpl_AddRef (0x49f0c08) ref was 0 trace:dsound:PrimaryBufferImpl_SetFormat (0x49f0c08,0x32fd04) trace:dsound:DSOUND_PrimarySetFormat (0x6f90090,0x32fd04) trace:dsound:DSOUND_PrimarySetFormat (formattag=0x0001,chans=2,samplerate=48000,bytespersec=192000,blockalign=4,bitspersamp=16,cbSize=0) trace:dsound:DSOUND_RecalcPrimary (0x6f90090) trace:dsound:DSOUND_RecalcPrimary fraglen=2048 helfrags=32 trace:dsound:PrimaryBufferImpl_QueryInterface (0x49f0c08,{279afa84-4981-11ce-a521-0020af0be560},0xb8cc90) trace:dsound:IDirectSound8_IDirectSound8_CreateSoundBuffer (0x51501c0,0x32fcd4,0xb8cc8c,(nil)) trace:dsound:DirectSoundDevice_CreateSoundBuffer (0x6f90090,0x32fcd4,0xb8cc8c,(nil)) trace:dsound:DirectSoundDevice_CreateSoundBuffer (structsize=36) trace:dsound:DirectSoundDevice_CreateSoundBuffer (flags=0x00000090: trace:dsound:_dump_DSBCAPS DSBCAPS_CTRL3D DSBCAPS_CTRLVOLUME ) trace:dsound:DirectSoundDevice_CreateSoundBuffer (bufferbytes=10000) trace:dsound:DirectSoundDevice_CreateSoundBuffer (lpwfxFormat=0x32fcc0) trace:dsound:DirectSoundDevice_CreateSoundBuffer (formattag=0x0001,chans=1,samplerate=10000,bytespersec=10000,blockalign=1,bitspersamp=8,cbSize=0)
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #27 from Andrew Millington andrew.millington@gmail.com 2010-10-03 21:08:38 CDT --- The sound card is on board and any command output you want don't hesitate and ask.
From lspci
00:04.0 Multimedia audio controller: nVidia Corporation CK804 AC'97 Audio Controller (rev a2)
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #28 from athom athomber@gmail.com 2010-10-14 05:55:35 CDT --- So Raymond, according to you it's a thing with the samplerate? You can select some rate for directsound in the winecfg application, but there's no 10000Hz, or am I getting it all wrong where you're going? Do we need to use some sort of command?
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #29 from Raymond superquad.vortex2@gmail.com 2010-10-14 07:19:24 CDT --- Setformat
The method succeeds even if the hardware does not support the requested format; DirectSound sets the buffer to the closest supported format. To determine whether this has happened, an application can call the GetFormat method for the primary buffer and compare the result with the format that was requested with the SetFormat method.
The point is whether winealsa.drv can set the buffer to the closest supported format.
It is not clear that which is the closest
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #30 from Raymond superquad.vortex2@gmail.com 2010-10-14 07:29:44 CDT --- e.g. dmix 's default sample rate is 48000Hz
but if the sound card support 44100Hz , you can change the dmix's sample rate to 44100Hz, so resample by wine is easy as Dsound request 22050Hz or 11025Hz
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #31 from athom athomber@gmail.com 2010-10-14 08:38:40 CDT --- (In reply to comment #30)
Yes I get the idea of what you're saying, though it's rather technical. The game has a hard time getting the right samplerate? I actually read the API which described that SetFormat method of the soundbuffer class.
So if what you say is correct and indeed the cause of the sound problem (because I'm not an expert in that area), what is it that an enduser must concretely do in order to fix this? Because that's what we're all after of course. I already tried to poke around with the settings, but that didn't do anything good.
I have to note btw, that Beyond Good & Evil is a real b*tch when it comes to compatiblity. It is my favorite game, else I wouldn't go through all of the trouble.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #32 from Raymond superquad.vortex2@gmail.com 2010-10-15 20:34:03 CDT --- trace:dsound:DirectSoundDevice_GetCaps (flags=0x00000f5f: trace:dsound:_dump_DSCAPS DSCAPS_PRIMARYMONO DSCAPS_PRIMARYSTEREO DSCAPS_PRIMARY8BIT DSCAPS_PRIMARY16BIT DSCAPS_CONTINUOUSRATE DSCAPS_CERTIFIED DSCAPS_SECONDARYMONO DSCAPS_SECONDARYSTEREO DSCAPS_SECONDARY8BIT DSCAPS_SECONDARY16BIT )
trace:dsound:PrimaryBufferImpl_Create (formattag=0x0001,chans=2,samplerate=48000,bytespersec=192000,blockalign=4,bitspersamp=16,cbSize=0) trace:dsound:PrimaryBufferImpl_AddRef (0x49f0c08) ref was 0 trace:dsound:PrimaryBufferImpl_SetFormat (0x49f0c08,0x32fd04) trace:dsound:DSOUND_PrimarySetFormat (0x6f90090,0x32fd04) trace:dsound:DSOUND_PrimarySetFormat (formattag=0x0001,chans=2,samplerate=48000,bytespersec=192000,blockalign=4,bitspersamp=16,cbSize=0)
The application opened 23 software secondary buffers with different rates , mono/stereo , 16 bits
trace:dsound:_dump_DSBCAPS DSBCAPS_LOCSOFTWARE DSBCAPS_CTRLFREQUENCY DSBCAPS_CTRLPAN DSBCAPS_CTRLVOLUME DSBCAPS_CTRLPOSITIONNOTIFY DSBCAPS_GETCURRENTPOSITION2 )
mono, 48000, 16bits stereo, 48000, 16bits mono, 24000, 16bits mono, 28000, 16bits mono, 9000, 16bits mono, 6000, 16bits mono, 32000, 16bits mono, 6750, 16bits mono, 10000, 16bits mono, 15000, 16bits
so winealsa.drv need to mix those 23 software secondary buffers into the primary hardware buffer running at 48000Hz stereo 16 bits
http://bugs.winehq.org/show_bug.cgi?id=13046
GyB gyebro69@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |gyebro69@gmail.com
--- Comment #33 from GyB gyebro69@gmail.com 2011-07-23 08:19:25 CDT --- The same problem here with Wine-1.3.25. It's not just music but certain dialogues are also looping during gameplay.
The resampler patchset (bug #14717) didn't help (applied on a former, 1.3.14 version of Wine) Changing 'defaults.pcm.dmix.rate' to 44100 in /usr/share/alsa/alsa.conf also had no effect on the problem.
On AppDB others suggest installing native dsound.dll. Well, it worked for me only partially: although the looping music issue was fixed but dialogues/voice-overs are skipping frequently. In a spoken sentence only the first couple of words can be heard, the rest is skipped.
Fedora 15 Alsa 1.0.24 Pulseaudio is not running nVidia Corporation MCP61 High Definition Audio (rev a2)
http://bugs.winehq.org/show_bug.cgi?id=13046
Berillions berillions@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |berillions@gmail.com
--- Comment #34 from Berillions berillions@gmail.com 2011-08-13 15:54:41 CDT --- For me, if i use "winetricks dsound", i haven't sound in game... Without it, the sound is looping...
http://bugs.winehq.org/show_bug.cgi?id=13046
sacrediou sacrediou@yahoo.fr changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |sacrediou@yahoo.fr
http://bugs.winehq.org/show_bug.cgi?id=13046
Pierre Etchemaite pe-winehq@concept-micro.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |pe-winehq@concept-micro.com
--- Comment #35 from Pierre Etchemaite pe-winehq@concept-micro.com 2011-12-17 11:08:33 CST --- Problem still exists in 1.3.35.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #36 from Pierre Etchemaite pe-winehq@concept-micro.com 2012-03-25 06:10:01 CDT --- Problem still exists in 1.5.0
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #37 from Berillions berillions@gmail.com 2012-07-24 16:11:03 CDT --- Created attachment 41139 --> http://bugs.winehq.org/attachment.cgi?id=41139 Sound card for BGE
Good news, i found a solution to have no problems with sound in this game. Actually, the problems are : - Audio looping - Voice and character are not synchronized.
I have actually the Steam version but it could work with the CD Version. You must to launch "SettingsApplication.exe" and go to "Audio Configuration".
In "Sound Card", "Primary Sound Card" is choosen by default. Change with you're real sound card. For me, it's an Intel sound card. See my screenshot.
Save your change, launch the game and the problem disappear. :)
Cheers,
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #38 from Pierre Etchemaite pe-winehq@concept-micro.com 2012-10-15 11:11:40 CDT --- Doesn't work for me, problem still exists with Wine 1.5.15.
Up-to-date Debian Sid on Asustek X5DIN K50IN laptop,
$ uname -a Linux ordinaves 3.2.0-3-amd64 #1 SMP Mon Jul 23 02:45:17 UTC 2012 x86_64 GNU/Linux
# lspci -v ... 00:08.0 Audio device: NVIDIA Corporation MCP79 High Definition Audio (rev b1) Subsystem: ASUSTeK Computer Inc. Device 16f3 Flags: bus master, 66MHz, fast devsel, latency 0, IRQ 21 Memory at fae78000 (32-bit, non-prefetchable) [size=16K] Capabilities: [44] Power Management version 2 Kernel driver in use: snd_hda_intel ...
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #39 from Berillions berillions@gmail.com 2013-05-02 14:03:00 CDT --- Someone can re-try to play at this game because when i play it i haven't this audio problem. I have Debian Wheezy 64Bits and Wine 1.5.29.
Thanks,
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #40 from Pierre Etchemaite pe-winehq@concept-micro.com 2013-05-05 10:19:21 CDT --- No change with Wine 1.5.29 for me. I even tried on a second computer for the sake of having different hardware: ... 00:1b.0 Audio device: Intel Corporation 82801JD/DO (ICH10 Family) HD Audio Controller (rev 02) Subsystem: Dell Device 027f Flags: bus master, fast devsel, latency 0, IRQ 51 Memory at febdc000 (64-bit, non-prefetchable) [size=16K] Capabilities: [50] Power Management version 2 Capabilities: [60] MSI: Enable+ Count=1/1 Maskable- 64bit+ Capabilities: [70] Express Root Complex Integrated Endpoint, MSI 00 Capabilities: [100] Virtual Channel Capabilities: [130] Root Complex Link Kernel driver in use: snd_hda_intel Kernel modules: snd-hda-intel ...
Both time I selected the plain device in Advanced setup (just in case), and still get random sounds looping.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #41 from Pierre Etchemaite pe-winehq@concept-micro.com 2013-06-15 19:49:15 CDT --- No change with 1.6-rc2 for me.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #42 from Berillions berillions@gmail.com 2013-06-16 02:47:27 CDT --- (In reply to comment #41)
No change with 1.6-rc2 for me.
If i install "dsound" winetricks the looping disappear but i have always no sync between sound and video. Even if i use : - Full Processing.exe in the game folder - "performance" in "/sys/devices/system/cpu/cpu0/cpufreq/scaling_governor" - Slowdown.exe
Like it's explain on the game AppDB page.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #43 from Berillions berillions@gmail.com 2013-09-11 06:03:37 CDT --- Guys, i maybe found a solution to resolv this problem. Before, small explainations :
1- As it's explain on the AppDB page for "Beyond Good and Evil", there are intermittent audio looping when the "dsound" dll from Wine is used. BUT the video and audio are not out-of-sync.
2- With "winetricks dsound", the intermittent audio looping disappear but the video and audio are out-of-sync.
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In fact, the problem #2 come from the dsound dll installed by winetricks. Winetricks use "directx9_feb_2010" installer to replace the fake dll. The dll version for dsound in Dx9 installer is 5.x => Windows XP version
I tried BG&E in my real Win7 partition and the game works correctly (problem #1/#2 don't exist). If i look the dsound dll from System32 folder, it's the 6.x version => Win7 version
So in my wineprefix, i replace WinXP dsound dll (installed by winetricks) by the Win7 dsound dll (from my real partition) and now when i play at BG&E, i haven't intermittent audio looping and the video and audio are not out-of-sync.
In resume : 1- Install BG&E from Uplay or CD or Steam 2- Replace dsound.dll by this dll downloaded here :http://www.down-dll.com/index.php?file-download=dsound.dll&arch=32Bit&am... 3- Set Wine to Win7 in winecfg and set set dsound=native 4- Play :)
I need your tests to confirm this workaround.
Thanks, Max
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #44 from Pierre Etchemaite pe-winehq@concept-micro.com 2013-09-26 16:25:13 CDT --- Hi Berillions,
I tried your suggestion on top of Wine 1.6, and while it may require some more testing, I must say that on first run and with no further tweaking it gave me the best experience I ever had with this game: no desync, no looping, no cut voices!
Excellent!
Regards, Pierre.
http://bugs.winehq.org/show_bug.cgi?id=13046
Ronny Schmatzler schmatzler@googlemail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |schmatzler@googlemail.com
--- Comment #45 from Ronny Schmatzler schmatzler@googlemail.com --- Tested on Wine 1.7.11 - the sounds are not looping anymore without any 3rd party DLL's.
While checking on bug 13486 however, I experienced that the game is not playing some sounds at all, if the CPU is throttled.
When I set my CPU to the full speed using the following command, the game is playing all sounds perfectly:
echo "performance" > /sys/devices/system/cpu/cpu0/cpufreq/scaling_governor
In my opinion, the original issue is fixed now and I would close this bug and reopen a new one for the throttling issue.
http://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #46 from Pierre Etchemaite pe-winehq@concept-micro.com --- I tested with Wine 1.7.11, no native DLLs, background busyloop to prevent the cpu from switching frequencies, and I still randomly get sound looping. Setting windows version to seven didn't help either.
http://bugs.winehq.org/show_bug.cgi?id=13046
someone1@spambog.com changed:
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--- Comment #47 from someone1@spambog.com --- Problem still present in wine-1.7.13.
https://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #48 from Austin English austinenglish@gmail.com --- This is your friendly reminder that there has been no bug activity for over a year. Is this still an issue in current (1.7.51 or newer) wine?
https://bugs.winehq.org/show_bug.cgi?id=13046
vv221 vv221@dotslashplay.it changed:
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--- Comment #49 from vv221 vv221@dotslashplay.it --- I just encountered this bug with WINE 1.7.55-staging, I’m going to give it another try with the 1.8~rc4 "vanilla" soon.
https://bugs.winehq.org/show_bug.cgi?id=13046
--- Comment #50 from Ronny Schmatzler schmatzler@googlemail.com --- Still happens on 1.9.1.
https://bugs.winehq.org/show_bug.cgi?id=13046
Andrew Eikum aeikum@codeweavers.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |aeikum@codeweavers.com
https://bugs.winehq.org/show_bug.cgi?id=13046
mrdeathjr28@yahoo.es changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |mrdeathjr28@yahoo.es
https://bugs.winehq.org/show_bug.cgi?id=13046
Mike Ellery mellery@gmail.com changed:
What |Removed |Added ---------------------------------------------------------------------------- CC| |mellery@gmail.com
https://bugs.winehq.org/show_bug.cgi?id=13046
noabody@yahoo.com changed:
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--- Comment #51 from noabody@yahoo.com --- Still present on Wine-stable 3.0 but... the sound problem reportedly affects this software in modern versions of Microsoft Windows and therefore it is not a problem in Wine per-se.
If we were using a game emulator for comparison, perfect emulation should replicate and bugs that were present on actual hardware. Numerous threads exist which discuss various approaches to resolution. I found these three, in particular, quite useful.
https://www.gog.com/forum/beyond_good_and_evil/cutscene_audiovideo_sync_fix https://www.gog.com/forum/beyond_good_and_evil/linux_playability https://forums.ubi.com/showthread.php/574490-Audio-Video-Sync-issues-*FIX*-F...
Using the dsound.dll method I noticed my CPU ramped up to full speed so I suspect it has the same effect as the FullProcessing.exe. Just need to drop dsound.dll in the root of the game folder and create a dll over-ride for BGE.exe that specifies native over built-in.
Your mileage may vary.
https://bugs.winehq.org/show_bug.cgi?id=13046
qsniyg qsniyg@mail.com changed:
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--- Comment #52 from qsniyg qsniyg@mail.com --- Still present on 5.12