For the last few months, Unreal has had no sound except for the first moment,
because of wineoss/audio.c not supporting looping. Eric Pouech implemented
loops in waveOut in the last few days, which was committed to cvs; I had
expected that to cause it to work. Instead, it tells me that DirectSound (!)
detected no audio hardware, and I don't even get the first second. This is a
drivers problem (the SBLive/emu10k driver doesn't seem to support the
archaic /dev/audio, but wineoss doesn't use it, only dsound), but why is it
trying to use dsound when I explicitly tell it not to in the ini? I now get no
sound whatsoever, not even the first loop through the buffer. But it used to
get the first time through. Does one failing kill the other? Why don't they
both use /dev/dsp?