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From: Ralf J. <po...@ra...> - 2013-02-05 17:50:53
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Hi, > Is it just too fast and skipping? In that case it's probably underruns, or not enough of the data gets queued. > If it's too fast and the pitch changes, it's probably the sample rate, or the amount of channels could be wrong. > Unfortunately I lack the game, so I can't test unless you have a demo version. I suspect it is too fast and skipping. Actually, it could also be complete garbage which it is playing: Usually, when I start the game, it plays a video of ~20-30 seconds. If I start the game with the alsap slave, the entire video is played within ~2 seconds, and I hear something. If I run alsap though Pulseaudio instead of letting it go the "normal" ALSA way (which admittedly is a crazy idea), I get no sound at all. I could not find a demo version anywhere (actually, the game itself is already hard to get). However, even the following test command from the Fedora wiki fails: gst-launch-0.10 filesrc location=somesong.mp3 ! decodebin2 ! audioconvert ! audioresample ! osssink device=/dev/dsp Using padsp, this works fine and plays the full song (more than three minutes). Using alsap, I get less than a second of some noise/garbage, then it stops. The output in the correct case is: Setting pipeline to PAUSED ... Pipeline is PREROLLING ... Pipeline is PREROLLED ... Setting pipeline to PLAYING ... New clock: GstAudioSinkClock Got EOS from element "pipeline0". Execution ended after 207484310965 ns. Setting pipeline to PAUSED ... Setting pipeline to READY ... Setting pipeline to NULL ... Freeing pipeline ... With alsap, it is almost the same, just the time changes to 837565191 ns. 0.8 seconds could well be the time I hear the garbage, while 207 seconds is the correct length of the song. Kind regards, Ralf |