Evening, Josh. 

Josh Buhl <[EMAIL PROTECTED]> 18:54 12/2/2003 wrote:

 JB> When running Quake 3 Arena the sound initializes
 JB> properly and plays correctly during the game until the
 JB> end of a match. At this point, the game abruptly enters
 JB> a different mode (this is where the models of the
 JB> players for the first, second, and third placements are
 JB> shown on pedestals and a voice says "Grunt Wins!" or
 JB> whatever) and the game locks up with a small segment of
 JB> sound being repeated in a loop.

I'd like to second that, but for me looping occurs at the beginning of
level.

 JB> This does not occur when sound is disabled in quake.
True.

 JB> This does not occur on the same machine while running
 JB> quake 3 under Windows 2000 with sound.
True.

 JB> This also occurs using the linux kernel 2.4.18 oss
 JB> kernel sound driver for intel8x0.
Ture.

 JB> I set up the quake mmap stuff for alsa like this:
 JB> echo "quake3.x86 0 0 direct" > /proc/asound/card0/pcm0p/oss
Same thing here.

 JB> I'm using alsa-0.9rc7 on Debian 3.0r1 running kernel 2.4.20 on an AMD
 JB> 1800+ Elitegroup K7S5A with SIS 7012 sound on board (intel8x0 driver.)
alsa-0.9rc7, Debian unstable, kernel 2.4.20 on Toshiba Satellite 5105-S907
with Yamaha sound on board
(00:1f.5 Multimedia audio controller: Intel Corp. 82801CA/CAM AC'97 Audio (rev 02))

JB> This has happened on all the ALSA 0.9rcx drivers I have
 JB> tried, including 0.9rc7.
True.

I have made checks suggested in this thread. Results are the same:
interrupts are being generated and sttuses in /proc/asound keep changing.

I'm eager to help debug this. I know how to use debugger/compiler/whatever
it takes, I just need a push in the right direction.

-- 
Dmitry Astapov //ADEpt                               E-mail: [EMAIL PROTECTED]
GPG KeyID/fprint: F5D7639D/CA36 E6C4 815D 434D 0498  2B08 7867 4860 F5D7 639D


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