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Sound problem with ZDooM / GZDooM

Posted: Tue Mar 03, 2009 4:25
by Rex Claussen
I copied the ZDooM v2.3.0 files into my DooM folder, then copied the GZDooM v1.2.0 files. I noticed that the GZDooM zip contained an older version of fmodex.dll, so when I was prompted to overwrite the version that came from the ZDooM zip I declined.

When I ran a wad through GZDooM I got an error message about no sound being available, and when I played the wad it did indeed lack sound. I copied the older version of fmodex.dll and it took care of the problem.

I don't know if this is actually a bug, and/or if it's related to ZDooM or GZDooM at all, but I figured I'd report it.

Posted: Tue Mar 03, 2009 9:39
by Graf Zahl
Apparently I compiled GZDoom against a different FMod SDK than Randy did ZDoom. If that is the case you may not be able to put both in the same directory.

Posted: Tue Mar 03, 2009 13:02
by Enjay
Yeah, I noticed this at home (at work ATM so can't check the details). From memory, I think the last number in the GZdoom copy of FMODEX.DLL is 1, in Zdoom it's 6 and to throw a little more confusion into the mix, my compiles on the DRD server are another version (4 I think). I've been meaning to grab a newer version but had only just noticed that Randy had moved on beyond what I was using so haven't done it yet.

And yes, ReX, what it means is that we all had slightly different versions of the FMOD SDK installed and so the exe compiles expecting a different version of FMODEX.DLL for each compile. No bug as such.

Posted: Tue Mar 03, 2009 13:43
by Rex Claussen
Graf Zahl wrote:....If that is the case you may not be able to put both in the same directory.
As all of my current involvement with DooM is through GZDooM, this discrepancy in the dll version is not a real issue. I'll just continue to use the GZDooM version.

Posted: Tue Mar 03, 2009 17:25
by Graf Zahl
Enjay wrote: And yes, ReX, what it means is that we all had slightly different versions of the FMOD SDK installed and so the exe compiles expecting a different version of FMODEX.DLL for each compile. No bug as such.

Just a highly annoying and irritating trait of FMod. If Chris could do a feature complete OpenAL implementation I'd gladly dump FMod (although I doubt that Randy would agree...)

Posted: Tue Mar 03, 2009 20:26
by Enjay
Purely as a point of interest, I just updated to 0.4.22.6 and GZdoom will happily use 0.4.22.4 (the version that I was using) or 0.4.22.6 without complaining. It compiles, as far as I can tell, an identical exe with either version of FMod and either exe seems to work with either dll.

Obviously, however, there are some differences between the version that is currently with GZdoom 1.2.0 (0.4.20.1) and the newer versions that mean the dlls are not interchangeable as far as GZdoom is concerned.

Posted: Tue Mar 03, 2009 22:26
by Graf Zahl
The sound code contains a version check. The major and minor versions need to match so 4.20 and 4.22 won't mix but the subrevisions of 4.22 will.

Posted: Thu Mar 05, 2009 7:09
by Rachael
Rex, you can update to the SVN versions that Enjay has posted, they have compatible FMod versions, and right now they should be compatible enough that not much has changed between the official versions.

Enjay uses the same fmod version between the two source ports when he compiles them (and well it would be a real pain in the ass to switch between them anyway). :P

Posted: Thu Mar 05, 2009 13:23
by Enjay
And I'm pretty sure that the current GZDoom SVN build (r303) uses exactly the same code base as Graf's official release. The only differences being that I compiled the one in the SVN directory, rather than Graf, and did so with a slightly newer version of FMOD.

However, personally, I'd suggest keeping GZdoom and Zdoom in different folders anyway.

Posted: Thu Mar 05, 2009 14:02
by Rex Claussen
SoulPriestess wrote:Rex, you can update to the SVN versions that Enjay has posted, they have compatible FMod versions, and right now they should be compatible enough that not much has changed between the official versions.
Enjay wrote:However, personally, I'd suggest keeping GZdoom and Zdoom in different folders anyway.
Thank you both for your suggestions. At this point things are simplified for me, merely by virtue of the fact that I am only using GZDooM at present. And contrary to my otherwise organized habits, all my DooM editing-related stuff is in a single folder. This is why at this point I can only use one version of the dll; if I need to use ZDooM I'll bring the other version into this folder.

Posted: Fri Mar 06, 2009 20:54
by Graf Zahl
Fixed (meaning that I upgraded my SDK to 4.22.06)

Posted: Fri Mar 06, 2009 21:17
by Gez
Graf Zahl wrote:The sound code contains a version check. The major and minor versions need to match so 4.20 and 4.22 won't mix but the subrevisions of 4.22 will.
Not necessarily, as I have just discovered. I updated my version of the FMOD Ex API to the latest stable available (4.22.07) and it tells me it can't run with the "old" 4.22.06 DLL from ZDoom.

Posted: Fri Mar 06, 2009 21:35
by Graf Zahl
There's another new one? And I just installed .06...

Posted: Fri Mar 06, 2009 21:47
by Enjay
The minor releases are pretty frequent - a new one is released every 7 or 8 days or so.