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Old 09-16-2005, 12:06 PM   #16
leif81
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Registered: Aug 2004
Location: kingston, canada
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I'm having problems with my sound too. I get the following when running Quake3 without any special configuration.


------- sound initialization -------
Could not mmap dma buffer PROT_WRITE|PROT_READ
trying mmap PROT_WRITE (with associated better compatibility / less performance code)
/dev/dsp: Input/output error
Could not mmap /dev/dsp
------------------------------------
Sound memory manager started

I tried using "artsdsp -m quake3" and it did make my sound work, but the sound was lagging behind the game which was worse then no sound at all.

Btw i'm using the snd-intel8x0 module too
 
Old 09-16-2005, 03:09 PM   #17
majik123
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Registered: May 2004
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i fixed my problem by going to the shop and buying a Sound Blaster card and using a different module

So it must be the intel module that is the problem

Good luck everyone
 
Old 09-17-2005, 05:24 AM   #18
koodoo
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Registered: Aug 2004
Location: a small village faraway in the mountains
Distribution: Fedora Core 1, Slackware 10.0 | 2.4.26 | custom 2.6.14.2, Slackware 10.2 | 11.0, Slackware64-13
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Hi Leif81, I also have similar problems while playing quake. However in my case the game is still quite playable.

It might be a problem with the intel module as Majik123 pointed out, but I've also noticed similar time lags (though very slight) when playing other games (like Bzflag) using artsdsp server to manage the sound.

I think it's the artsdsp mechanism that is responsible for the time lag.
 
Old 10-02-2005, 06:10 PM   #19
koodoo
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Registered: Aug 2004
Location: a small village faraway in the mountains
Distribution: Fedora Core 1, Slackware 10.0 | 2.4.26 | custom 2.6.14.2, Slackware 10.2 | 11.0, Slackware64-13
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Just wanted to add something. Thought it might be of help.
I tried running the game with the command :
Code:
artsdsp -m quake3
in various Desktop Environments.

Here is what I observed. Except for KDE in all others the game would run without sound. It would give the following message :
Code:
------- sound initialization -------
Could not mmap dma buffer PROT_WRITE|PROT_READ
trying mmap PROT_WRITE (with associated better compatibility / less performance code)
/dev/dsp: Input/output error
Could not mmap /dev/dsp
------------------------------------
Sound memory manager started
Loading vm file vm/ui.qvm.
VM file ui compiled to 594408 bytes of code
ui loaded in 1963008 bytes on the hunk
----------------- lots of stuff ----------------------
So if you are trying the above command for getting sound, just use it in KDE.
On my friend's p.c. (with a similar configuration as mine) quake3 runs fine in Gnome (without using artsdsp) while on mine it runs without sound.

One might say why are you using artsdsp to run quake3 in other desktop environments. (As far as I know only KDE uses aRts to play sounds) but I guess that this thread gives an impression that to run quake with sound one could use the command (artsdsp -m quake3) irrespective of the Desktop Environment so I guess I did this just to clarify things up.

Hope this helps !

PS : Correct me if I am wrong.
 
Old 10-29-2005, 05:55 AM   #20
[42]Sanf0rd
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Registered: Apr 2004
Location: Dallas, TX
Distribution: Open Suse 10.2
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OK, I finally decided to start installing all of my games in Linux so I could slowly phase out my Windows2000 partition on my dual-boot system.

I've had Quake3 running in Slackware, Suse 9.1, Suse 9.3, Redhat 9 and Fedora Core 1-3. But in Mepis, I can't get any sound.

The closest I can get is when I do the "artsdsp -m quake3" thing you just suggested. I DO get sound, but it's really choppy.

The sound card's a Creative Sound Blaster Live! 24-bit, and the ca0106 drivers are installed correctly.

if I run Quake3 directly from console, I get no sound at all, and the following:

Code:
------- sound initialization -------
Could not mmap dma buffer PROT_WRITE|PROT_READ
trying mmap PROT_WRITE (with associated better compatibility / less performancecode)
/dev/dsp: Input/output error
Could not mmap /dev/dsp
If I run it with the "artsdsp -m" part, like i said, I do get sound, but it's not what you want to hear when you're playing a 3D First-Person Shooter.

Any clues/suggestions? Everywhere I've looked has made the "artsdsp -m" suggestion, but that almost works.
 
  


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