Behaviour with SDL 2.0.6

Advanced Wolfenstein 3D source port based upon Wolf4SDL and ZDoom.
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filipetolhuizen
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Behaviour with SDL 2.0.6

Post by filipetolhuizen » Sun Sep 24, 2017 16:27

I tried running latest ecwolf x86 compilation with SDL 2.0.6, but it runs with no sound at all and crashes upon quitting. With 2.0.5 it works fine (the compilation includes 2.0.4). Have you had a chance to test it? It seems that SDL 2.0.6 is kinda buggy as it shows similar behaviour with Stella Atari 2600 emulator (sound issues).

Blzut3
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Re: Behaviour with SDL 2.0.6

Post by Blzut3 » Mon Sep 25, 2017 23:49

Haven't had a chance to play with it, but I did see that the released happened. I do know that there are some issues with SDL_mixer requiring a change that I probably need to merge into my fork. Good news is with the proper resampler my fork should be smaller.

Blzut3
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Re: Behaviour with SDL 2.0.6

Post by Blzut3 » Wed Sep 27, 2017 1:32

Just tried 2.0.6 and latest Hg. Both seem to show no symptoms on my system using either the distro provided SDL_mixer or my forked SDL_mixer. I'm running the beta of Kubuntu 17.10, so not sure if that makes a difference?

filipetolhuizen
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Joined: Wed Jun 25, 2014 1:08

Re: Behaviour with SDL 2.0.6

Post by filipetolhuizen » Fri Sep 29, 2017 15:12

Probably. I'm on Win7 32 bits. 2.0.5 works ok, 2.0.6 no sound and crashes upon exiting.

Blzut3
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Re: Behaviour with SDL 2.0.6

Post by Blzut3 » Sun Oct 08, 2017 20:24

Didn't see the crash, but can confirm the no sound issue on Windows.

Looks like fraggle put the issue on SDL's bug tracker: https://bugzilla.libsdl.org/show_bug.cgi?id=3858

filipetolhuizen
Posts: 65
Joined: Wed Jun 25, 2014 1:08

Re: Behaviour with SDL 2.0.6

Post by filipetolhuizen » Sun Oct 08, 2017 23:17

It really seems to be having sound issues. I just noticed choppy sound under ScummVM.

filipetolhuizen
Posts: 65
Joined: Wed Jun 25, 2014 1:08

Re: Behaviour with SDL 2.0.6

Post by filipetolhuizen » Sun Oct 29, 2017 4:03

And release 2.0.7 still has the same sound problems.

filipetolhuizen
Posts: 65
Joined: Wed Jun 25, 2014 1:08

Re: Behaviour with SDL 2.0.6

Post by filipetolhuizen » Sat Mar 10, 2018 14:29

And it still goes on with 2.0.8. There is indeed something wrong with these libraries they're missing.

Blzut3
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Re: Behaviour with SDL 2.0.6

Post by Blzut3 » Mon Aug 13, 2018 5:24

Working on making ECWolf easier to compile by optionally vendoring all of the SDL libraries. Noticed that SDL_mixer got Opus support two months ago which makes me quite happy as that means all of the major changes I did to SDL_mixer are features in upstream. So I should be able to get ECWolf fixed up to work properly under 2.0.8+ soon without sinking too much time.

Bitcohen
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Re: Behaviour with SDL 2.0.6

Post by Bitcohen » Fri Aug 31, 2018 11:30

I am reposting from Game Development as this is probably more suitable place:

Hi,

until now (before ios sdk 8.2) SDL_CreateWindow() with the size 1024x768 and fullscreen flag true scope, on Retina devices a window would be created correctly but its size would be reported (using SDL_GetWindowSize) as 2048x1536. My app would then detect this sitation and assume that scaing is necessary as getting window of requested size was not possible. Now after rebuilding HEAD against sdk 8.2 SDL_CreateWindow() returns 1024x768. Is that desired? Must I change my code now or is it a bug in HEAD?
Thanks!

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