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Re: idsoftware games



On Fri September 29 2006 12:49 pm, Ron Johnson wrote:
> On 09/29/06 14:18, Alan Ianson wrote:
> > On Fri September 29 2006 12:00 pm, derek wrote:
> >> Make sure you have alsa-base,alsa-oss,and alsa-utils installed,run
> >> alsa-conf too.
> >
> > Yep, those are all installed. Sound does work here but not with Q3 and
> > Doom 3. I'll check RTCW later today.
> >
> > I'm not certain but I think those games may need a sound card to work??
> >
> > I'll have to dig a bit.
>
> It would be helpful to tell us what kind of sound chip is being used
> For example, on my system, it is:

My sarge/i386 lspci says: 
Multimedia audio controller: nVidia Corporation: Unknown device 00ea (rev a1)

> If Id programs *require* SoundBlaster cards, then I'd either Google
> on making AC97 emulate SB or finagling Doom to use AC97.

I don't think they require SoundBlaster cards, looks to me like they do need 
some kind of hardware though, something about writing directly to mmap() (I 
don't know what that is). Here's what I saw in the README-linux.txt for quake 
3...

[begin]

---------------
(3) SOUND SETUP
---------------
Q3A uses the /dev/dsp sound device for sound support under Linux. This 
is the default device provided by the sound drivers included with the Linux
kernel. Please note that at the time of this writing, PCI based sound cards
such as the SoundBlaster Live and Diamond Monster MX series were not
supported. They may be supported in the future. Check
   
  http://www.opensound.com/ 

for support in the future.

You should make sure that the permissions for the /dev/dsp device are read 
and write for your current user ID. Some systems re-assign the owner and
reset to 644 on login. A simple way to get access is to do

  "chmod o+rw /dev/dsp" 

as root. For the more security conscious, a special sound group could be 
created and Q3A could be made setgid to the sound group to access the 
device.

Q3A uses mmap() to map the sound buffers on /dev/dsp directly in order 
to provide responsive sound needs. Sound cards must be able to support this
feature in order to work. SoundBlaster 16, AWE32 and AWE64 cards are known
to work.

[end]



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