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GoldSrc games: distorted audio, black screen #175
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WARNING: EARRAPE! |
Forcing pulseaudio (or rather, probably forcing anything other than PipeWire) mostly fixes this, see #176. For HL1, I additionally needed to comment out the SDL3 refuses to accept really low sample rates during device opens, in case another thing is going to come along and open the device at a higher rate later, so my guess is SDL2 always gave Half-Life 1 the 22050Hz it wanted. When the ALLOW_x_CHANGE flags are ignored, SDL3 just does the sample rate conversion transparently and everything works. I guess we'll need a quirk for that. |
No idea what's up with the black screen, but it's probably either loading the wrong GL library or the 32-bit binary is failing to get the right GL driver or something. Notably, 32-bit Counter-Strike: Source is rendering, though, so I don't know. This is written to the console at startup, though:
Without sdl2-compat (which might actually be some other LD_LIBRARY_PATH trickery that I broke trying to wedge sdl2-compat into this, and not sdl2-compat itself!), this writes...
...and the intro screen and main menu renders. |
goldsrc.webm
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