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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