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  <item rdf:about="http://permalink.gmane.org/gmane.games.quake2.icculus/1945">
    <title>Re: Choppy sound with default (non-SDL) client</title>
    <link>http://permalink.gmane.org/gmane.games.quake2.icculus/1945</link>
    <description>&lt;pre&gt;

Nope, I can't do it right now (I am more of a Linux guy. However Yamagi
himself is a FreeBSD guy, he might be interested in.)


My pleasure,


It has been a long time since I added that flag: it has been in my
uHexen2 for more than 7-8 years, and quakeforge does the same too.
I vaguely remember having some issues without it back at the time and
adding it helped, however it didn't change anything on my modern Linux
setup when testing the patch I sent you.


Exactly.  The sound file loaders in the engine already converts the
data to host-endian, therefore the device must be open in host-endian
mode, too.


Depends on the arch you are running on. I remember inheriting that one
from quakeforge to fix some weirdness (or was it a crash?) on a foreign
arch, but it was a very long time ago..


Yup,


--
O.S.
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&lt;/pre&gt;</description>
    <dc:creator>Ozkan Sezer</dc:creator>
    <dc:date>2013-04-28T06:24:27</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.quake2.icculus/1944">
    <title>Re: Choppy sound with default (non-SDL) client</title>
    <link>http://permalink.gmane.org/gmane.games.quake2.icculus/1944</link>
    <description>&lt;pre&gt;
I confirm that moving SNDCTL_DSP_GETOSPACE ioctl() call lower does fix the
problem for me here on FreeBSD 8.3, thanks!

May I ask a few questions on the remaining bits of the patch?


What happens when opening file in blocking mode?  I did not observe any
problems...  Although I've seen this change in some other quake engine
source code.


Do I understand correctly that using AFMT_S16_LE would break on big-endian
machines?  I.e., AFMT_S16_NE makes code CPU (endian) agnostic, ergo correct?


What benefits forcing page size aligned mmaplen brings us here?


Fixing resource leaks are clear.

./danfe
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&lt;/pre&gt;</description>
    <dc:creator>Alexey Dokuchaev</dc:creator>
    <dc:date>2013-04-28T04:07:50</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.quake2.icculus/1943">
    <title>Re: Choppy sound with default (non-SDL) client</title>
    <link>http://permalink.gmane.org/gmane.games.quake2.icculus/1943</link>
    <description>&lt;pre&gt;
OK, I see.  Yes, I've noticed similar patch for fteqw we also have in the
[FreeBSD] ports, but haven't give it a try yet.


Cool, I'll add it to FreeBSD ports collection.  I can instate you as
maintainer of it if you wish. :)

Thanks for the insight!

./danfe (maintainer of icculus-quake2 in FreeBSD)
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&lt;/pre&gt;</description>
    <dc:creator>Alexey Dokuchaev</dc:creator>
    <dc:date>2013-04-28T01:23:29</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.quake2.icculus/1942">
    <title>Re: Choppy sound with default (non-SDL) client</title>
    <link>http://permalink.gmane.org/gmane.games.quake2.icculus/1942</link>
    <description>&lt;pre&gt;
It is because the SNDCTL_DSP_GETOSPACE ioctl is issued before setting
other important parameters: if it is move to the place just below the
mmaping it is fixed. See the patch I just cooked up (which contains a
few additional bits)

BTW, a maintained and updated version of icculus-quake2 is at:
http://www.yamagi.org/quake2/

Cheers.

--
O.S.

Index: src/linux/snd_linux.c
===================================================================
--- src/linux/snd_linux.c(revision 205)
+++ src/linux/snd_linux.c(working copy)
&amp;lt; at &amp;gt;&amp;lt; at &amp;gt; -25,13 +25,9 &amp;lt; at &amp;gt;&amp;lt; at &amp;gt;
 #include &amp;lt;sys/mman.h&amp;gt;
 #include &amp;lt;sys/shm.h&amp;gt;
 #include &amp;lt;sys/wait.h&amp;gt;
-#if defined(__FreeBSD__)
 #include &amp;lt;sys/soundcard.h&amp;gt;
-#endif
-#if defined(__linux__)
-#include &amp;lt;linux/soundcard.h&amp;gt;
-#endif
 #include &amp;lt;stdio.h&amp;gt;
+#include &amp;lt;unistd.h&amp;gt;

 #include "../client/client.h"
 #include "../client/snd_loc.h"
&amp;lt; at &amp;gt;&amp;lt; at &amp;gt; -45,6 +41,7 &amp;lt; at &amp;gt;&amp;lt; at &amp;gt;
 cvar_t *snddevice;

 static int tryrates[] = { 11025, 22051, 44100, 48000, 8000 };
+static unsigned long mmaplen;

 qboolean SNDDMA_Init(void)
 {
&amp;lt; at &amp;gt;&amp;lt; at &amp;gt; -53,6 +50,7 &amp;lt; at &amp;gt;&amp;lt; at &amp;gt;
&lt;/pre&gt;</description>
    <dc:creator>Ozkan Sezer</dc:creator>
    <dc:date>2013-04-27T10:24:18</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.quake2.icculus/1941">
    <title>Choppy sound with default (non-SDL) client</title>
    <link>http://permalink.gmane.org/gmane.games.quake2.icculus/1941</link>
    <description>&lt;pre&gt;Hi,

I've heard several reports over quite some time that default (non-SDL)
client executable gives choppy sound on FreeBSD (that is, OSS).  SDL
version (quake2-sdl) works fine.  Is this a known problem?  What might be
the cause (and the fix)?

./danfe
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&lt;/pre&gt;</description>
    <dc:creator>Alexey Dokuchaev</dc:creator>
    <dc:date>2013-04-27T07:28:03</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.quake2.icculus/1940">
    <title>quake 2 eraser bot spectatin</title>
    <link>http://permalink.gmane.org/gmane.games.quake2.icculus/1940</link>
    <description>&lt;pre&gt;Hey guys! The eraser bot for me works great!
But I have one problem, hot do I spectate those eraser bots?
(Plz give your answer to my e-mail)


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&lt;/pre&gt;</description>
    <dc:creator>hmm</dc:creator>
    <dc:date>2012-07-28T14:03:33</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.quake2.icculus/1939">
    <title>Quake2 on Kubuntu 11.10</title>
    <link>http://permalink.gmane.org/gmane.games.quake2.icculus/1939</link>
    <description>&lt;pre&gt;Just finished upgrading to Kubuntu 11.10 (from 10.10 and 11.04) and now 
my Quake2 no longer works in GL modes. Software X11 mode works but 
Software SDL, OpenGL GLX and SDL OpenGL do not. I get a seg fault and 
this output...

------- Loading ref_glx.so -------
LoadLibrary("./ref_glx.so")
rfx_gl version: GL 0.01
Using libGL.so for OpenGL...Initializing OpenGL display
...setting fullscreen mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
W: couldn't get an RGBA, DOUBLEBUFFER, DEPTH, STENCIL visual
E: couldn't get an RGBA, DOUBLEBUFFER, DEPTH visual
rfx_gl::R_SetMode() - invalid mode
Initializing OpenGL display
...setting mode 3: 640 480
Using XFree86-VidModeExtension Version 2.2
W: couldn't get an RGBA, DOUBLEBUFFER, DEPTH, STENCIL visual
E: couldn't get an RGBA, DOUBLEBUFFER, DEPTH visual
rfx_gl::R_SetMode() - could not revert to safe mode
rfx_gl::R_Init() - could not R_SetMode()
Received signal 11, exiting...
-&amp;gt; Red  1.300, Green  1.300, Blue  1.300
&amp;lt;- Red  1.000, Green  1.000, Blue  1.000

Quake&lt;/pre&gt;</description>
    <dc:creator>Rick Knight</dc:creator>
    <dc:date>2011-10-21T03:26:07</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.quake2.icculus/1938">
    <title>Open source mod with no commercial dependencies?</title>
    <link>http://permalink.gmane.org/gmane.games.quake2.icculus/1938</link>
    <description>&lt;pre&gt;_______________________________________________
quake2 mailing list
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http://icculus.org/mailman/listinfo/quake2
&lt;/pre&gt;</description>
    <dc:creator>Josh Justice</dc:creator>
    <dc:date>2010-04-26T17:57:38</dc:date>
  </item>
  <item rdf:about="http://permalink.gmane.org/gmane.games.quake2.icculus/1937">
    <title>Using playing tracks from a directory</title>
    <link>http://permalink.gmane.org/gmane.games.quake2.icculus/1937</link>
    <description>&lt;pre&gt;Hello.
Is it possible to play tracks from directory instead of CD?

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&lt;/pre&gt;</description>
    <dc:creator>Gaydov Victor</dc:creator>
    <dc:date>2010-01-07T17:09:32</dc:date>
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