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Author Topic: Sound Problems - No Vocals  (Read 2600 times)
Trevor Bradley
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Sound Problems - No Vocals
« on: January 13, 2003, 11:04:00 am »

Hey everyone.  I'm having problems playing vocal sound files.  I'm compiled on Linux, and everything else works, but when I go to play a voice file, I get the error:

_GetMusicData(): loading comm/urquan/urquan.mod
SpliceTrack(): loading comm/urquan/urqua027.ogg
SpliceTrack(): Mix_LoadWAV failed for comm/urquan/urqua027.ogg: Unrecognized file type (not VOC)

The rest of the music (including oggs for the bacground music in space, hyperspace etc) are fine.

Any ideas?

Additionally, the "lightning/Sylandro probe lightning" noise sounds awful and staticy on my sound card.  Like a burst of static that's really grating to the ears.  Any ideas again?

Here's more stats on my startup for the first question:

oberon:tbradley:~> /usr/local/games/uqm/bin/uqm
The Ur-Quan Masters v0.13 (compiled Jan  9 2003 19:23:26)
Saved games are kept in /home/tbradley/.uqm/save/.
Initializing SDL (pure).
SDL driver used: x11
SDL initialized.
Initializing Screen.
Set the resolution to: 640x480x16
Initializing SDL audio subsystem.
SDL audio subsystem initialized.
Initializing SDL_mixer.
SDL_mixer initialized.
   opened dsp at 44100 Hz 16 bit stereo, 2048 bytes audio buffer
   compiled with SDL_mixer version: 1.2.4
   running with SDL_mixer version: 1.2.4


And later.... just as I'm entering Earth-space when the drone comes up:

_GetMusicData(): loading ipanims/space.ogg
       'ipanims/lander.ani' -- 1488 bytes
       'ipanims/quake.ani' -- 473 bytes
       'ipanims/lightnin.ani' -- 416 bytes
       'ipanims/lavaspot.ani' -- 315 bytes
       'ipanims/lndrshld.ani' -- 374 bytes
       'ipanims/launch.ani' -- 720 bytes
       'ipanims/return.ani' -- 531 bytes
       'ipanims/landsnds.snd' -- 161 bytes
       'ipanims/orbview.ani' -- 470 bytes
       'ipanims/orbit1.mod' -- 49988 bytes
_GetMusicData(): loading ipanims/orbit1.ogg
       'ipanims/orbit2.mod' -- 49988 bytes
_GetMusicData(): loading ipanims/orbit2.ogg
       'ipanims/orbit3.mod' -- 49988 bytes
_GetMusicData(): loading ipanims/orbit3.ogg
       'ipanims/orbit4.mod' -- 49988 bytes
_GetMusicData(): loading ipanims/orbit4.ogg
       'ipanims/orbit5.mod' -- 49988 bytes
_GetMusicData(): loading ipanims/orbit5.ogg
       'urquan.con' -- 155 bytes
       'lbm/player.fon' -- 1 bytes
       'comm/urquan/urquan.ani' -- 1207 bytes
       'comm/urquan/urquan.fon' -- 1 bytes
       'comm/urquan/urquan.txt' -- 14565 bytes
       'comm/urquan/urquan.mod' -- 75885 bytes
_GetMusicData(): loading comm/urquan/urquan.mod
SpliceTrack(): loading comm/urquan/urqua027.ogg
SpliceTrack(): Mix_LoadWAV failed for comm/urquan/urqua027.ogg: Unrecognized file type (not VOC)

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TrevorB
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Re: Sound Problems - No Vocals
« Reply #1 on: January 13, 2003, 11:12:40 am »

Quote

Additionally, the "lightning/Sylandro probe lightning" noise sounds awful and staticy on my sound card.  Like a burst of static that's really grating to the ears.  Any ideas again?


I just tried this, and I couldn't reproduce the static sound.  I've been rebuilding lately so it might have been recently fixed.  Or maybe it was something that only occured later in the game.  I'll keep my eye on it though.
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TrevorB
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Re: Sound Problems - No Vocals
« Reply #2 on: January 18, 2003, 09:32:59 am »

Hmm... You guys know how to make a guy fix a problem on his own...

The Install instructions now say that the most recent CVS version of SDL_mixer has to be downloaded.  Either when I initially installed, It said mixer 1.2.4, or I was just dumb.

Anyways, just got sources via CVS (after searching for my error on Google and realizing it was an SDL mixer error), compiled, installed, and all is well.

Also that problem with staticy lightning seems to be gone.

And CVS sc2 is back today.

Life is good!


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Nic.
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Re: Sound Problems - No Vocals
« Reply #3 on: January 18, 2003, 09:56:52 am »

We figured that you were a smart guy -- thanks for not making liars out of us Tongue

You should install OpenAL and link against it instead of SDL_mixer -- it enables lots of cool whiz-bang features like an oscilloscope and working slider bars when a critter is talking on the comms, and cures the problem where some sound effects play at 2x speed.  And it only crashes randomly for no reason once every other hour, tops..
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Daniel
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Re: Sound Problems - No Vocals
« Reply #4 on: January 18, 2003, 06:22:02 pm »

Quote
You should install OpenAL and link against it instead of SDL_mixer -- it enables lots of cool whiz-bang features like an oscilloscope and working slider bars when a critter is talking on the comms, and cures the problem where some sound effects play at 2x speed.  And it only crashes randomly for no reason once every other hour, tops..


Does OpenAL actually work?  I tried compiling against it the other day, and the music sounded horrible.  (the voices seemed somewhat ok, but I didn't play for long)  The version I'm using claims to be a recent CVS export (from 1/13), which I know is needed for uqm.

Daniel
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TrevorB
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Re: Sound Problems - No Vocals
« Reply #5 on: January 20, 2003, 12:12:12 am »

OK, I'll give OpenAL a shot and report back here...

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TrevorB
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Re: Sound Problems - No Vocals
« Reply #6 on: January 20, 2003, 07:17:57 am »

Tried OpenAL.

I concur with Daniel here.  The music sounds like crap.  I see the oscilliscope.   I don't believe skipping backward and forward works, but it's hard to tell because it sounded like I was listening to the game inside a blender.

For the record, I have a Sound Blaster 16 in my Slackware Linux server, and downloaded OpenAL from the CVS libraries.. oh.. about 6 hours ago.  I read somewhere about OpenAL really only working with SB Lives.. This sound card is about 5 years old.

Here's the errors that seemed to spew out with all the sound files:

StreamDecoderTaskFunc(): buffer underrun when playing comm/comandr/comandr.mod, source 5

Going back to SDL until OpenAL gets out of the "Experimental Stage"
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