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SDL mikmod music not working #113
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Sounds like your audio buffer is too small. During app start you can click
'Change device config' and increase audio buffer in SDL menu. You'd still
better try to increase it inside your app code.
…On Sat, 21 Mar 2020, 22:58 Iuri Fiedoruk, ***@***.***> wrote:
Using Amiga-Mod music, in a few devices, it seems there is a audio problem
that causes a buzz.
Sadly I could not reproduce it on my devices, but a user sent my a video
of the problem:
https://drive.google.com/open?id=13OLXUkIjNxveJie-Un5MABXBbjpB7jJ2
This started after I updated my local git with latest changes - I had a
very old (+1 year) version locally.
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Do you know the command I can call from my code to set the audio buffer
size?
I found some code for buffer in SDL_andoidaudio.c, but not a direct set for
the audio spec.
--
Iuri Fiedoruk, Software Developer
On Mon, Mar 23, 2020 at 10:55 AM Sergii Pylypenko <[email protected]>
wrote:
… Sounds like your audio buffer is too small. During app start you can click
'Change device config' and increase audio buffer in SDL menu. You'd still
better try to increase it inside your app code.
On Sat, 21 Mar 2020, 22:58 Iuri Fiedoruk, ***@***.***>
wrote:
> Using Amiga-Mod music, in a few devices, it seems there is a audio
problem
> that causes a buzz.
> Sadly I could not reproduce it on my devices, but a user sent my a video
> of the problem:
> https://drive.google.com/open?id=13OLXUkIjNxveJie-Un5MABXBbjpB7jJ2
>
> This started after I updated my local git with latest changes - I had a
> very old (+1 year) version locally.
>
> —
> You are receiving this because you are subscribed to this thread.
> Reply to this email directly, view it on GitHub
> <#113>, or unsubscribe
> <
https://github.com/notifications/unsubscribe-auth/AABF5QB7EJ4AWPQJWFPHBP3RIUS5TANCNFSM4LRBMXTQ
>
> .
>
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Oh sorry. I saw now that I can do that on Mix_OpenAudio.
Thanks. I will test it.
--
Iuri Fiedoruk, Software Developer
On Mon, Mar 23, 2020 at 11:28 AM Iuri Fiedoruk <[email protected]>
wrote:
… Do you know the command I can call from my code to set the audio buffer
size?
I found some code for buffer in SDL_andoidaudio.c, but not a direct set
for the audio spec.
--
Iuri Fiedoruk, Software Developer
On Mon, Mar 23, 2020 at 10:55 AM Sergii Pylypenko <
***@***.***> wrote:
> Sounds like your audio buffer is too small. During app start you can click
> 'Change device config' and increase audio buffer in SDL menu. You'd still
> better try to increase it inside your app code.
>
> On Sat, 21 Mar 2020, 22:58 Iuri Fiedoruk, ***@***.***>
> wrote:
>
> > Using Amiga-Mod music, in a few devices, it seems there is a audio
> problem
> > that causes a buzz.
> > Sadly I could not reproduce it on my devices, but a user sent my a video
> > of the problem:
> > https://drive.google.com/open?id=13OLXUkIjNxveJie-Un5MABXBbjpB7jJ2
> >
> > This started after I updated my local git with latest changes - I had a
> > very old (+1 year) version locally.
> >
> > —
> > You are receiving this because you are subscribed to this thread.
> > Reply to this email directly, view it on GitHub
> > <#113>, or unsubscribe
> > <
> https://github.com/notifications/unsubscribe-auth/AABF5QB7EJ4AWPQJWFPHBP3RIUS5TANCNFSM4LRBMXTQ
> >
> > .
> >
>
> —
> You are receiving this because you authored the thread.
> Reply to this email directly, view it on GitHub
> <#113 (comment)>,
> or unsubscribe
> <https://github.com/notifications/unsubscribe-auth/AAJ6XRGKQ23TFXPUKQPUOYDRI5S3VANCNFSM4LRBMXTQ>
> .
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OK, so I've tried to increase audio buffer size, first to 4096, then to 8192, also changed rate frequency, but nothing seems to work. |
@pelya I finnally was able to get someone to test it for me, so I will try to get as much details as possible. The bug only affects music, not other sound effects (wav filed playing with Mix_PlayChannel). I am using NDK 20r, my code is available at https://github.com/protoman/rockbot, the sound lib is here: https://github.com/protoman/rockbot/blob/master/soundlib.cpp First, I am using Amiga-MOD music format, I tried to just use an mp3 or ogg, but just using Mix_LoadMUS and Mix_PlayMusic with it, did not make it work, music went silent (sound effects still play fine), interestingly, the buzz sound does not happen in this case. I've asked the person to try changing the audio buffer size (I've added an option in SDL itself and on my game to change it), but the only thing it did was to change the pitch of the noise, it still does not play the music. I've also tried to change the cfg flag's, CompatibilityHacksPreventAudioChopping, CompatibilityHacksAppIgnoresAudioBufferSize and CompatibilityHacksStaticInit. The one that made a little difference was CompatibilityHacksStaticInit, that made the music play just for a second or two, before the buzz returning. Sadly, before I could do more testing, the person asked me to forfeit, so I won't keep further bothering him with APK files for testing. But maybe you can have a better guess with those clues. |
@pelya I got someone else to help me. Tried to enable all hacks in the cfg at same time, but the game crashed with "repeated errors". Then, I used a OGG Vorbis file converted from my MOD ones, and the problem vanished. |
Can confirm that this happens with The Ur-Quan Masters MegaMod under arm64-v8a. OGG files play perfectly fine but MOD tracker files give off a horrible sound. I've tried screwing around with MikMod and only managed to make the game crash whenever .mod files were loaded. UPDATE: Michael Martin (Main Dev for UQM) updated the built-in MikMod to 3.3.11.1 and that solved the corrupted audio issues when building arm64-v8a binaries. I suspect the same would need to be done to the MikMod included in commandergenius. |
- SDL1.2 mixer support for mod-tracker music seems broken on ARM, see also pelya/commandergenius#113 - ogg playing works fine, so easier to convert music files rather than fixing sdl-mixer
Using Amiga-Mod music, in a few devices, it seems there is a audio problem that causes a buzz.
Sadly I could not reproduce it on my devices, but a user sent my a video of the problem:
https://drive.google.com/open?id=13OLXUkIjNxveJie-Un5MABXBbjpB7jJ2
This started after I updated my local git with latest changes - I had a very old (+1 year) version locally.
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