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Old 11-05-2009, 09:17 AM   #1
zivs
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Registered: Jan 2005
Location: Ogre, Latvia
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Making RtCW to use PulseAudio?


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Hi,

Was wondering if there are any tricks to make such games as Return to Castle Wolfenstein, Quake 3 and other ones using ID TECH3 engine to use soundcard in any other way than direct (echo 'wolf.x86 0 0 direct' > /proc/asound/card0/pcm0p/oss) access to it?

That is basically just because I want (and so do some other Linux gamers) to use Mangler (newly created Ventrilo protocol using software) for voice communications, but that's pretty much impossible due to the fact that as I run the game - it steals the soundcard only for itself, not sharing it to Mangler, which works with PulseAudio.

Now I remember that there were some trick to make RtCW/ET/Q3 to be friends with Teamspeak2, making TS2 to use /dev/dsp0 and the game - /dev/dsp if I remember correctly. So I tought that maybe there's a way to trick the game telling that it uses direct connection to sound card, but actually to use PA or any other 'thing'?

Sorry for probably bad explanations - English is not my native language and Linux terminology neither.

If you need any outputs for dealing with this - tell me!

So far I can tell only that that I use integrated soundcard (AC97 or something like that), which probably isn't good thing. But anyway, if needed, I could put in pretty old Sound Blaster card.
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Old 11-05-2009, 10:17 AM   #2
zivs
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Registered: Jan 2005
Location: Ogre, Latvia
Distribution: Ubuntu 9.10
Posts: 59
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Ah, there's already a solution for that: http://nullkey.ath.cx/et-sdl-sound/

Just have to be sure that running the latest game patches (besides RtCW which needs to be 1.41 and not 1.41b or else the patch doesn't work).
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