Holly Bostick
2003-Oct-15 15:54 UTC
err:wave:IDsDriverBufferImpl_Stop ioctl(/dev/dsp, SNDCTL_DSP_SETTRIGGER) failed (Invalid argument)
This pretty much says it all, if you know what it means (which I don't). I have tried to install and run 3 games today (OK, 5, but the other two have other problems than this) under Wine 20030813; Debian Sid .deb. The three games: Icewind Dale 2 DeusEx Half-Life. I am using a fake_windows install, although I do have a Win98 install, from which I copied the fonts, system (without overwriting any Wine dlls, just added the others in case it would help), and Program Files (for the InstallShield info). I tried this using the native Windows install, but things appear to work better with fake_windows, if this can be called "better". Half-Life and DeusEx installed perfectly to a native Linux partition. I could not get Icewind Dale 2's InstallShield to run, but I can run the version that I previously installed under Windows while in Linux. All of the games start and run (though they're starting in a 640*480--I think-- window in the upper left corner, probably I have to set them to unmanaged windows, but I haven't done so yet). The error above appears in the terminal as soon as the game (doesn't matter which one, they all act the same) begins to run and repeats pretty much every second thereafter, but sound does not appear affected for the first minute (literally) of play. After the first minute (to maybe 3 minutes), sound will "catch" and whatever sound was being played at that moment will loop endlessly, which is really annoying, distracting, and troublesome, since two of these games use sound cues, and all of them have nice music. The game can be returned to the main menu by normal use of the "ESC" key, and can be exited normally, but the sound continues until I close the terminal window. I must qualify the statement that "the game runs" in the case of Half-Life, because I cannot see the intro movie (the screen appears hung at some grey texture map), but the voiceover is trying to run (with a lot of pausing and skipping), and my impression is that the game is running properly, except for some conflict between the sound and visuals, especially since it responds promptly to the ESC key. My specs: Video: Matrox G400 using kernel drivers Audio: VIA 8233 onboard sound using Via 686a/8233/8235 audio driver 1.9.1-ac2, via82cxxx and ac97_codec (according to dmesg) Wine is set to use wineoss.drv, I use GNOME 2.4 but esd is not running (I had the same problem under GNOME 2.2 with or without esd), and I have not changed any of the DLL settings. To the best of my knowledge, the DX version I copied from the native Program Files folder is DX7, which is fine for DeusEx and Half-Life, not sure about IWD2. Any help appreciated, any more information needed, just ask. TIA, Holly Bostick
Sylvain Petreolle
2003-Oct-15 17:46 UTC
err:wave:IDsDriverBufferImpl_Stop ioctl(/dev/dsp, SNDCTL_DSP_SETTRIGGER) failed (Invalid argument)
to end the sound: run 'wineserver -k', you probably still have wineserver running.> The game can be returned to the main menu by normal use of the "ESC" > key, and can be exited normally, but the sound continues until I > close the terminal window.====Sylvain Petreolle (spetreolle_at_users_dot_sourceforge_dot_net) ICQ #170597259 Say NO to software patents Dites NON aux brevets logiciels "What if tomorrow the War could be over ?" Morpheus, in "Reloaded". ___________________________________________________________ Do You Yahoo!? -- Une adresse @yahoo.fr gratuite et en fran?ais ! Yahoo! Mail : http://fr.mail.yahoo.com
Robert Reif
2003-Oct-15 19:14 UTC
err:wave:IDsDriverBufferImpl_Stop ioctl(/dev/dsp, SNDCTL_DSP_SETTRIGGER) failed (Invalid argument)
Some games (either intentionally or unintentionally) create more than one DirectSound object. Windows tolerates more than one object and does the right thing but wine only has a single global object per program and reuses it rather than creating a new one. This confuses wine because defaults are not reset and reference counting gets messed up. I have looked into fixing this but I have not seen any documentation anywhere which describes the proper operation under this circumstance. I haven't had the time or access to win9x systems to try and figure out by trial and error exactly what is going on when multiple DirectSound objects are created. I have a patch that moves towards multiple active objects but I don't have a complete solution yet.