Announcement

Collapse
No announcement yet.

Wine Begins Work On Direct3D Shader Compiler

Collapse
X
  • Filter
  • Time
  • Show
Clear All
new posts

  • #21
    Originally posted by GreatEmerald View Post
    Not really. For some odd reason, when I set PulseAudio to use the traditional scheduling with interrupts instead of timers, Wine sound gets completely corrupt and distorted. But then my audio files are played correctly outside of Wine. And if I set it to use timers, Wine works fine but my audio is popping all the time - unless I set PulseAudio to use the trivial resampling method, in which case audio everywhere seems like it's running on a 16K bitrate... So in essence it's a "pick your poison" situation, until Wine incorporates a PA backend.
    Have you tried winepulse?

    - Gilboa
    DEV: Intel S2600C0, 2xE52658V2, 32GB, 4x2TB + 2x3TB, GTX780, F21/x86_64, Dell U2711.
    SRV: Intel S5520SC, 2xX5680, 36GB, 4x2TB, GTX550, F21/x86_64, Dell U2412..
    BACK: Tyan Tempest i5400XT, 2xE5335, 8GB, 3x1.5TB, 9800GTX, F21/x86-64.
    LAP: ASUS N56VJ, i7-3630QM, 16GB, 1TB, 635M, F21/x86_64.

    Comment


    • #22
      I think winepluse only exists in git of a developer atm, unless it has been merged with 1.5.6, it's only winealsa for now.

      As for winealsa, currently for me does not work in combination with pulseaudio. I can kill pulseaudio, run wine just fine with sound, or have pulseaudio running and silent wine.

      Comment


      • #23
        Originally posted by gilboa View Post
        Have you tried winepulse?

        - Gilboa
        No, but I don't want to recompile the thing manually, as it could have problems whenever the issue is fixed and I decide to go back to RPM packages.

        On the other hand, I just updated my PulseAudio from 1.1 to 2.0 and so far I don't hear any popping sounds during music playback. So maybe that part of the puzzle is fixed. Meanwhile Wine didn't break, still works good as before.

        Comment


        • #24
          Originally posted by oliver View Post
          I think winepluse only exists in git of a developer atm, unless it has been merged with 1.5.6, it's only winealsa for now.

          As for winealsa, currently for me does not work in combination with pulseaudio. I can kill pulseaudio, run wine just fine with sound, or have pulseaudio running and silent wine.
          Indeed. It does require manual compile, but in my experience, its well worth the effort.

          - Gilboa
          DEV: Intel S2600C0, 2xE52658V2, 32GB, 4x2TB + 2x3TB, GTX780, F21/x86_64, Dell U2711.
          SRV: Intel S5520SC, 2xX5680, 36GB, 4x2TB, GTX550, F21/x86_64, Dell U2412..
          BACK: Tyan Tempest i5400XT, 2xE5335, 8GB, 3x1.5TB, 9800GTX, F21/x86-64.
          LAP: ASUS N56VJ, i7-3630QM, 16GB, 1TB, 635M, F21/x86_64.

          Comment


          • #25
            Originally posted by GreatEmerald View Post
            This. If Wine had support for PulseAudio, then I could finally listen to music outside of Wine that doesn't have popping sounds or horrible quality, since otherwise if I set my PA settings to give me that, Wine starts shrieking like a banshee...
            I have ran MS Train Simulator on Wine - the sound worked perfectly with PA. Don't know why other programs would cause problems - maybe because their sound is not in WAV format?

            Comment


            • #26
              I don't play many games in wine but the few I do play have sound working well: Steam and Portal 2 with steam, Warcraft3, skyrim and when I tested Path of Exile it was ok too.
              In fact I had not a single problem with wine and pulseaudio not working together in the last few years.

              Comment

              Working...
              X