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.