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Hello,
Has anybody else been having choppy audio in Linux? I suspect its an issue with Pulse Audio (not installed on my computer but libraries are included with game)

It doesn't sound like sample rate mismatch issue (its more of a intermittent sound jostling rather than a buzz)
All the same I've tried editing the ./game/bin/i386/etc/pulse/client.conf to add a "default-sample-rate=48000"

I think it may be a fragment size but adding default-fragments= and default-fragment-size-msec= to client.conf or creating default.pa in etc/pulse of the game doesn't seem to change anything.

Additionally, I copied the config files to the amd64/etc/pulse directory just in case. But the 'lsof|grep Grim' output shows only the 32-bit libraries being used (which is also stated on GOG's game page)

My audio device is an onboard HDA-intel device (00:1b.0 Audio device: Intel Corporation 82801JI (ICH10 Family) HD Audio Controller), distribution is Slackware64 14.1 (not going to install Ubuntu just to play one game).

Its not a system-wide issue as all other programs run fine. I can't seem to post yet on Double Fine's forums but I suspect there might be issues with other non-pulseaudio users.
No posts in this topic were marked as the solution yet. If you can help, add your reply
Yeah, I'm having extremely choppy audio on my F21 machine with this. I'm not sure it's Pulse-related since I don't run PulseAudio, and I've confirmed that no Pulse daemon starts up when I launch the game.

As with you, other games/apps on my machine run fine. I wonder if it's related to the framerate that the "video" bits use...

Some info about my ALSA setup:

!!Kernel Information
!!------------------

Kernel release: 3.17.8-300.fc21.x86_64
Operating System: GNU/Linux
Architecture: x86_64
Processor: x86_64
SMP Enabled: Yes


!!ALSA Version
!!------------

Driver version: k3.17.8-300.fc21.x86_64
Library version: 1.0.28
Utilities version: 1.0.28


!!Loaded ALSA modules
!!-------------------

snd_hda_intel
snd_hda_intel
snd_usb_audio

!!Sound Servers on this system
!!----------------------------

Pulseaudio:
Installed - Yes (/bin/pulseaudio)
Running - No

aRts:
Installed - Yes (/bin/artsd)
Running - No

Jack:
Installed - Yes (/bin/jackd)
Running - No


!!Soundcards recognised by ALSA
!!-----------------------------

0 [Generic ]: HDA-Intel - HD-Audio Generic
HD-Audio Generic at 0xfe300000 irq 16
1 [NVidia ]: HDA-Intel - HDA NVidia
HDA NVidia at 0xfe080000 irq 19
2 [Device ]: USB-Audio - INSIGNIA USB MIC Device
INSIGNIA INSIGNIA USB MIC Device at usb-0000:00:12.0-1, full speed

!!PCI Soundcards installed in the system
!!--------------------------------------

00:14.2 Audio device: Advanced Micro Devices, Inc. [AMD] FCH Azalia Controller (rev 01)
01:00.1 Audio device: NVIDIA Corporation GK106 HDMI Audio Controller (rev a1)


!!Advanced information - PCI Vendor/Device/Subsystem ID's
!!-------------------------------------------------------

00:14.2 0403: 1022:780d (rev 01)
Subsystem: 1043:85e0
--
01:00.1 0403: 10de:0e0b (rev a1)
Subsystem: 196e:0997
Same here, except I'm running pulseaudio. I've successfully run other games in the past.
Yeah, I'm not 100% sure it is either, could be SDL issue too. As with you I don't have PA running at all. But the lsof shows this:
GrimFanda 31116 baorr mem REG 8,34 408016 4095260 /usr/local/games/Grim Fandango Remastered/game/bin/i386/usr/lib/i386-linux-gnu/libpulsecommon-1.1.so

To be fair it shows the game's own libasound.so.2.0.0 being loaded as well. But I am certain it has to to with the buffer.

When I cat /proc/asound/card0/pcm0p/sub0/hw_params I get
[i]access: MMAP_INTERLEAVED
format: S32_LE
subformat: STD
channels: 2
rate: 48000 (48000/1)
period_size: 1024
buffer_size: 16384[/i]

I'm not finding an easy way to raise buffer_size (I'm still researching how to make an .asoundrc. I'm hoping I can get sound 100% by the end of the day :) If not I'll have to wait until Double Fine can fix the issue. (Thier other Linux native games work great here)
Created a thread on DoubleFine's bug forum for the game: www.doublefine.com/forums/viewthread/16242/
Well, I had a bit of progress, at least: It seems that if I do enable PulseAudio on my box and then launch the game, the sound works perfectly (and the cutscene stuttering goes away as well).

That's not necessarily a solution per se, but it might be a reasonable workaround for now.
I have no issues, but I use PulseAudio.
avatar
xolotl: Well, I had a bit of progress, at least: It seems that if I do enable PulseAudio on my box and then launch the game, the sound works perfectly (and the cutscene stuttering goes away as well).

That's not necessarily a solution per se, but it might be a reasonable workaround for now.
Thank you for investigating! I experience the same issues and enabling PulseAudio works for me, too. A solution without PulseAudio would be preferable, but I can live with the workaround for now.
Using pulseaudio, no issues most of the time. I did however restart the game multiple times while testing for ways to get rid of another bug that I am facing (details here) and in one of those sessions the sound in the first cutscene started playing choppy.

So, I did randomly encounter the choppy sound bug on Linux (linuxmint 17.1, with pulseaudio), once, and it didn't happen the next time I launched the game.
Yeah I also noticed this, wonder if its what makes videos in Unity games act like their playing on a 386, installing pulseaudio sort of fixed it I got through the videos fine but the in game stuff was stuttery restarting fixed that. So perhaps something underlying that needs looking at.

Hopefully when they're smoothing these issues out it'll drop the need for pulse being installed.
i too have very choppy sound and no pulseaudio, vid files play fine in vlc though.
my system is 64 bit, is it possible that it is a conflict with the version of theora libs shipped with the game and the ones on my system?
i have 32bit as well as 64 bit theora libs on my system as i run games in wine as well

diziet
I sometimes have choppy sounds, mostly right after scene transitions, or in cutscenes. Seems fine otherwise.

I use PulseAudio, and have the problem both with by laptop's sound card(snd-hda-intel), and a external USB soundcard (snd-usb-audio)...
Post edited January 30, 2015 by Carpetsmoker
Here's a workaround that fixes the audio with ALSA (at least for me):

https://github.com/dscharrer/void/blob/master/hacks/grimfix.c

Edit: This is no longer needed with the latest update (on it's way to GOG) and in fact breaks the audio with it.
Post edited February 26, 2015 by dscharrer
avatar
dscharrer: Here's a workaround that fixes the audio with ALSA (at least for me):

https://github.com/dscharrer/void/blob/master/hacks/grimfix.c
hi dscharrer,
this is diziet from over on the doublefine forum, you replied on how to compile the .so file and then run the game, i compiled in my vm of my distro, copied grimfix.so to my game/bin/ directory and then ran
LD_PRELOAD="./grimfix.so" ./GrimFandango
from the /bin directory and it works! thankyou very much for this

diziet