Linux: -wav error -unknown texture error

Linux: -wav error -unknown texture error

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Agon
Posts: 527
Joined: 16 May 2007, 18:33

Linux: -wav error -unknown texture error

Post by Agon »

How this message box came up:

- I open Spring
- Select random enemy's
- Select a map
- Select Complete Annihilation
- Loading and while loading a message box popped up

Image

If I´m running a song in the background OpenAL does not load and no sound is available, but no wav message box popped up.
No song is running in the background, it works.
The message box does not pop up on every mod.

And ingame I get some unknown texture errors with some mods (No courser icon).

Iam using the OpenSuse x64 build.

Edit: The OpenAL Sound problem is maybe because of use of OSS and not ALSA.
Edit2: I had run Spring via console, output:
open /dev/[sound/]dsp: Device or resource busy
open /dev/[sound/]dsp: Device or resource busy
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Peet
Malcontent
Posts: 4384
Joined: 27 Feb 2006, 22:04

Post by Peet »

openAL is way less forgiving about missing sounds than whats used in windows...button9.wav is referenced in spring's code (the multi selection noise), and CA doesn't have it. I've just notified quantum of this and it'll be in the next version.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

it should work if you get the otacontent.sdz file and place it in $SPRING/base.
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Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Post by Relative »

trepan wrote:it should work if you get the otacontent.sdz file and place it in $SPRING/base.
Not exactly the best solution considering that the Linux version is meant to be GPL and non-copyright infringing by default.
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Relative wrote:
trepan wrote:it should work if you get the otacontent.sdz file and place it in $SPRING/base.
Not exactly the best solution considering that the Linux version is meant to be GPL and non-copyright infringing by default.
It is for making CA work :wink:
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Agon
Posts: 527
Joined: 16 May 2007, 18:33

Post by Agon »

it should work if you get the otacontent.sdz file and place it in $SPRING/base.
For that I need total annihilation?

And the unknown texture errors available in xta8.1, too.
Something with the armpanel and hawk texture.

How can I tell Spring to use ALSA, not OSS?
That this does not happen:
open /dev/[sound/]dsp: Device or resource busy
open /dev/[sound/]dsp: Device or resource busy

Where are the settings stored for spring?
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Agon wrote:How can I tell Spring to use ALSA, not OSS?
That this does not happen:
open /dev/[sound/]dsp: Device or resource busy
open /dev/[sound/]dsp: Device or resource busy
You can not modify it directly in spring settings, but by modifying the settings of OpenAL you can change this. I don't know out of my head where they are though, but google probably helps.
Where are the settings stored for spring?
~/.springrc
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Relative
Posts: 1371
Joined: 15 Oct 2006, 13:17

Post by Relative »

Agon wrote:
it should work if you get the otacontent.sdz file and place it in $SPRING/base.
For that I need total annihilation?
No, you get that here:

Code: Select all

http://ipxserver.dyndns.org/games/spring/mods/xta/base-ota-content.zip
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Agon
Posts: 527
Joined: 16 May 2007, 18:33

Post by Agon »

Relative wrote:
Agon wrote:
it should work if you get the otacontent.sdz file and place it in $SPRING/base.
For that I need total annihilation?
No, you get that here:

Code: Select all

http://ipxserver.dyndns.org/games/spring/mods/xta/base-ota-content.zip
Thank you.

One problem left. I have found the openal config file home/[username]/.openalrc :
(define alsa-device "plughw:0,0")

;; uncomment this to output via the 2nd soundcard
;;(define alsa-device "plughw:0,0")
But it still says:
open /dev/[sound/]dsp: Device or resource busy
And in game:
Loading sound driver failed, disabling sound
Error: Could not create OpenAL audio device
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