Solene Rapenne <sol...@perso.pw> wrote:
> timo.my...@bittivirhe.fi (Timo Myyrä) wrote:
> > Jeremie Courreges-Anglas <j...@wxcvbn.org> writes:
> > 
> > > On Wed, Dec 19 2018, Solene Rapenne <sol...@perso.pw> wrote:
> > >
> > >> Frederic Cambus <f...@statdns.com> wrote:
> > >>> On Sat, Dec 08, 2018 at 01:52:26PM +0200, Timo Myyrä wrote:
> > >>> > 
> > >>> > > Also, it seems that the two patches are unnecessary? And that we can
> > >>> > > also remove the following line from the port Makefile?
> > >>> > > 
> > >>> > > CONFIGURE_ARGS +=       -DFLUIDSYNTHLIB1="libfluidsynth.so"
> > >>> > > 
> > >>> > > Lastly, I wonder if it wouldn't be better to link against 
> > >>> > > fluidsynth,
> > >>> > > add audio/generaluser-gs-soundfont in RUN_DEPENDS, and finally patch
> > >>> > > src/gameconfigfile.cpp so it automatically finds the SoundFont 
> > >>> > > banks.
> > >>> > > This would result in a fully functional port playing music out of 
> > >>> > > the
> > >>> > > box, without requiring any manual fiddling. Any thoughts on this?
> > >>> > > 
> > >>> > 
> > >>> > Yeah, the patches are only there to keep fluidsynth as optional 
> > >>> > dependency. 
> > >>> 
> > >>> When testing, it worked without patches both when linking against
> > >>> fluidsynth and when keeping it as an optional dependency.
> > >
> > > By default, ie without any patch, "libfluidsynth.so.1" is dlopened.
> > > This works because that's the major version currently shipped by our
> > > fluidsynth port:
> > >
> > >   SHARED_LIBS +=  fluidsynth           1.0      # 6.2
> > >
> > > Timo patched the port so that the dlopen'd name is "libfluidsynth.so"
> > > with no version; this allows supporting fluidsynth as an optional sound
> > > backend, without having to sync gzdoom with the major bumps of
> > > libfluidsynth.  I think this is the right way to handle it.
> > >
> > >>> > The music works without fluidsynth, fluidsynth sounds a bit better.
> > >>> > If we add fluidsynth as mandatory dependency, how about timidity?
> > >>> > Thats why I added only those that are strictly needed to run the
> > >>> > game as dependency. The game could probably be patched so that it
> > >>> > only shows the available sound / music backends in the menus.
> > >>> 
> > >>> I see, I was indeed able to get music playing without fluidsynth by
> > >>> selecting the OPL synth emulation, it wasn't enabled by default.
> > >>> 
> > >>> I don't think patching the game to only show available backends would
> > >>> be worth it, but if it's not too much work, having OPL synth emulation
> > >>> be the default would be nice.
> > >>
> > >> updated tarball.
> > >>
> > >> - added stuff to pkg/README from prboom README
> > >> - removed BUILD_DEPENDS
> > >> - removed CONFIGURE_ARGS +=      -DFLUIDSYNTHLIB1="libfluidsynth.so"
> > >
> > > If you remove -DFLUIDSYNTHLIB1="libfluidsynth.so" then the value from
> > > patch-src_CMakeLists_txt is used:
> > >
> > >  ... -DDYN_FLUIDSYNTH -DFLUIDSYNTHLIB1=\"libfluidsynth.so.0\"
> > >
> > > so fluidsynth support *won't* work.
> > 
> > Update to gzdoom-3.7.0, upstream added jit support which requires execinfo 
> > as
> > build depends.
> > 
> > timo
> 
> I can't start gzdoom with the last version
> 
> GZDoom <unknown version> -  - SDL version
> Compiled on Jan  1 2019
> 
> M_LoadDefaults: Load system defaults.
> W_Init: Init WADfiles.
>  adding /usr/local/share/games/doom/gzdoom.pk3, 635 lumps
>  adding /usr/local/share/games/doom/zd_extra.pk3, 132 lumps
>  adding /usr/local/share/doom/DOOM2.WAD, 2919 lumps
> I_Init: Setting up machine state.
> CPU Vendor ID: GenuineIntel
>   Name: Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz
>   Family 6, Model 142, Stepping 10
>   Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading
> I_InitSound: Initializing OpenAL
>   Opened device SndIO Default
>   EFX enabled
> V_Init: allocate screen.
> S_Init: Setting up sound.
> ST_Init: Init startup screen.
> Checking cmd-line parameters...
> S_InitData: Load sound definitions.
> G_ParseMapInfo: Load map definitions.
> Texman.Init: Init texture manager.
> ParseTeamInfo: Load team definitions.
> LoadActors: Load actor definitions.
> script parsing took 229.90 ms
> R_Init: Init Doom refresh subsystem.
> DecalLibrary: Load decals.
> M_Init: Init menus.
> P_Init: Init Playloop state.
> ParseSBarInfo: Loading custom status bar definition.
> D_CheckNetGame: Checking network game status.
> player 1 of 1 (1 nodes)
> Could not initialize SDL video:
> No available video device

I did reboot the system, this fixed the issue and I can start the game
correctly and play it. The laptop was up since some times, played with ports,
did suspsend/resume multiple time. Something was wrong I think.

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