Raising the Bar - PA flames

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On Wednesday 01 July 2009 17:49:33 Kevin Kofler wrote:
> Eli Wapniarski wrote:
> > https://bugzilla.redhat.com/show_bug.cgi?id=507589
> 
> So, first of all, there's no evidence of the problem being networking and/or
> PulseAudio at all, it looks more like NVidia driver breakage.

Actually no.... not yet. The dual screen problem seems to be a problem with opengl and xorg 1.6.1. Two things point to that. The problem I'm having and documented in the console output attached there is reference to problems with opengl. To further this there is a thread in this mailinglist documenting other opengl issues. Besides I've managed to work around the xorg and game crashes by confining the game to 1 of my 2 monitors. I know that Nvidia has been a favorite whipping boy of late. However, xorg has been bedeviled with problems with Xinerama issues and other issues with Twinview. The problems that have been reproted here plus my problem leads me to think an exploration of the possibility of some regression issues are in order. I know that xorg 1.5.3 is not 1.6.1, however everything worked wonderfully in Fedora 10 with the same drivers. So, there is no conclusive evidence that this is an Nvidia problem yet.

Regarding the networking issues as documented in the bug report its not that sound is not working. Its that I don't get to find out if sound is working or not. With pulseaudion (not wine-pulseaudio) running the game does not connect to the game servers. When I kill pulseaudio it does. No kidding as bizarre as it sounds that's whats happening. 

> Plus, you're also seeing this with other WINE sound drivers (you said in the
> bug report you tried the ALSA driver and here you tried the ESD driver), so
> it can't really be WinePulse's fault. If this is really networking, it may
> be something mundane like a TCP port conflict (i.e. PulseAudio's TCP server
> using the port your game wants to use).

No... I'm not seeing the networking issues with other drivers. However, I do not seem to be able to feed sound through any other driver including OSS with it enabled in modules.d. Now how do I configure PulseAudio's TCP server to use a different tcp port or can I or should I? I certainly wouldn't be able to change the port the game uses.

Thanks for helping me to look further into this.

Eli

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