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Old 10-20-2005, 03:52 PM   #1
juanjavier_xxx
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Registered: Aug 2004
Location: Madrid, Spain
Distribution: Debian stable.
Posts: 186

Rep: Reputation: 31
Audio issue under Debian with Blender 3D.


This may seem a bit of the wrong forum; however if you visit this I think many of you will change your mind.

In the Blender forum (elysiun.com; many of you surely know about it) NOBODY helps me except for one guy called Oto; which is really trying hard to help.

The issue is the following. Whenever I try to play a wav file imported into Blender (any version; I tested them all) console keeps telling

Code:
Couldn't open audio: No available audio device
I have got a PCI 128 PCI card from Soundblaster with chipset Ensoniq 1371 and an Intel 8x0 onboard sound chipset.

Both devices work PERFECTLY outside Blender with whichever application you may think of: Mplayer, Menconder (capturing audio and video), VLC, Audacity, Playsound -from console-......I have definitely tested everything.

But under Blender audio refuses to work. So it may seem a problem related to Blender....or maybe to any aspect of a misconfigured Debian Sarge, Etch or Sid? I have got quadral boot on my computer (AMD Athlon XP 1600+ 1Gb ram 80+80 Gb HD, ATI Radeon 9200 SE): The three flavours of Debian plus Win XP.

Has anyone an idea just to throw?

Thanks in advance,
Juan.
Madrid, Spain.
 
Old 10-21-2005, 09:22 AM   #2
yanik
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Registered: Oct 2003
Location: Montreal Beach
Distribution: Debian Unstable
Posts: 368

Rep: Reputation: 30
do you know what audio output blender uses? I'm thinking you might be using alsa and blender would only support OSS, like Quake3. Or you might have esd or arts enable? Just wild guesses.
 
Old 10-22-2005, 04:39 AM   #3
juanjavier_xxx
Member
 
Registered: Aug 2004
Location: Madrid, Spain
Distribution: Debian stable.
Posts: 186

Original Poster
Rep: Reputation: 31
Thanks, Yanik.

Good guesses; but luckily enough I have already solved it by now....except for Blender 2.40 alpha1 ;-)
I think the newest of the Blenders doesn't love me.

But every blender prior to this works fine now.

The thing is that Blender starts up booting the sound system of the game engine, thus when the sequencer
is going to take control over the sound device of the computer it finds it busy. Hence the message "no available
audio device".

Booting blender from console with the option -g noaudio solved the problem.

Code:
blender -g noaudio
Cheers,
JuanJa
Madrid, Spain.
 
  


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