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System sound randomly breaks if the game window left unfocused #981
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What you see is part of native proprietary fmod.com binaries, source code not available. Consider putting Deprecation of native libFmod from fmod.com not enforced yet. Dependency of -df for sound
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I also found that playing with the game audio volume in
Are they here because Bedrock uses fmod?
Seems to be working, in pavucontrol the title changed from
Wow, sdl3 support gonna be available soon?
Nvm, it's even more broken... Doing "pavucontrol" trick breaks the audio the exact same way (with SIGINT and chance to persist after closing launcher mentioned in the beginning). Is there any logs I can provide? Game Log doesn't seem to show anything...
Btw, I got unrelated idea, maybe add a log section under |
Yes together with the original mcpelauncher patching the internals of the game to avoid the java native interface of the game. Additionally a pulseaudio only backend can not replace the native fmod library as using the pulseaudio doesn't has alsa support and native macOS support.
It's available since january, but not used by AUR and other prebuilds from my side
AUR = Nightly, bugs lands here way to early
Sounds like pipewire-pulse is defect on your system. I would also expect pipewire pulse would not break system sounds if a process dies like the launcher. You should really configure SDL3 and use the The sdl3 backend should be much more resilent than the quick pulseaudio simple wrapper built by me years ago. |
Yes this would be a good idea. However sound subsystem logging is non existent. Your error is more likely present on your sound server, I'm still using a full pulseaudio system and haven't noticed glitches yet. |
I played for some time with
Can be a pavucontrol bug. (Without minecraft or launcher being opened) if I close it, the sound on the system stops and I have to restart all applications currently trying to play audio (or refresh the browser page) for it to restore. Currently I'm not sure if it's the pipewire or the game/launcher issue. |
Can't be a game issue, since the game has no alsa, no pulseaudio and no pipewire support My recent OS upgrade (Ubuntu 24.04) silently replaced pulseaudio with pipewire, but I still have trouble to break sound.
I only noticed a noise with length 1s while closing pavucontrol and audio of both game and msedge continued all the time. Sometimes I don't even hear that noise. I restart my system sometimes more than one time per day, if an issue need a long running os I don't have one. |
Just a quick update Seems like it happens if I switch to browser when the autosave icon is shown (often, but always) the sound breaks either during the youtube video playback (sound just cuts off, but video keeps playing) or when I pause the video and switch back to game. Also, sometimes (maybe every 3rd or 5th sound crash) I get
upd: Well, this time for some reason when I restarted the game without restarting the launcher, the sound still didn't come back, so I had to restart the launcher as well. But for some reason only this time (when I check the journal; and seems like previous time the sound broke as well judging by the time in the logs) gave some useful information in the
So fmod still executed when using P.S. Actually, it seems like, this isn't the first time it crashed like that:
But the sound crashed definetly more than 2 times today, so I think it is related to 2 times when the game didn't close normally after I pressed "ok to exit the game" (when the sound was broken as well) and instead froze for several seconds then crashed with code 11 (I didn't copy the log because I thought it was unrelated because it was happening long ago without broken sound, though now it happens rarely and I don't remember (excluding these 2 crashes) if the sound was broken as well when relatively recent such crashes were happening). |
It's fmod for android, this launcher emulates the android java sound api. This fmod doesn't interact directly with anything other the launchers implementation of pcm streams. Building the aur without sdl3 and without pulseaudio simple dev libraries disables the games ability to output any sound under e.g. take the xenial AppImage and use |
Maybe sway wm also plays a role in this. By changing the window, I meant changing the workspace (when I do that the game window isn't displayed at all; I didn't test if the sound breaks under the condition where it's 2 split windows - the game and the browser - where the cursor is in the browser and the game window is unfocused but is still visible and displaying stuff). P.S. Hmm, the minecraft music isn't getting stuttery when I switch the workspace, or any music at all, only the sounds. In the world with the piston clock I placed a jukebox playing otherside at the same time, swithed the workspace, and the music was still playing normally but at the same time the piston sound became stuttery. Is sway messing with the game somehow, maybe slowing it down or interrrupting it? Can you test if gnome (if that is what you are using) does this as well? If it does, maybe while you play the game, you could reproduce the issue by switching the workspace while the game is autosaving (or right before it)? |
Actually it just happened with the sound working, so it and the corefiles may be unrelated issue (though it seems like
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So, is there a possibility that the builtin android fmod is causing it? (Maybe it sees that the game window isn't displayed, so it stops outputting sound, because on android if you exit to home screen, an app suspends.) @ChristopherHX, hmm, is it possible to implement building |
The possibility that your software stack is part of the problem is far more likely. My sound server has never stopped playing audio regardless how hard I tried or how often minecraft dumped. Using alt-tab, multi workspace etc., lost enough time on that topic.
No it's not implemented to use two window backends. Technically an env var or similar could influence the window factory at runtime I can update the AUR to SDL3 it's not stable in any way, because it builds the bleeding untested edge of the launcher. |
I'm not shure I understand your SDL3 crash, for me it just works
That's why building my working branches directly is not a good idea. I believe you missed the corrected revision of the ui |
@ChristopherHX, is there any more logs I can provide? The debug package is still here, I can install it.
I'm using |
Could be related to libsdl-org/SDL/issues/9283, I'm using fractional scaling P.S. Disabled scaling entirely, didn't help, same crash. |
You can also try updating the SDL submodule manually to a newer version (default branch) |
Log
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Yeah, the sumodule commit in this repo points to commit 5 months ago, definitely before the libsdl-org/SDL/pull/9285 fix. @ChristopherHX, how do I change the commit to the main branch in the PKGBUILD? |
Maybe just a git fetch and git checkout origin/main in the subfolder. I'm not an archlinux user and build all other packages via git, clang and cmake without that file |
I noticed sdl3 cannot be updated, there are another couple of renames as it's in prerelease development. |
@ChristopherHX, built again with the latest commit (and reverted Also, for some reason, the appimage doesn't work:
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only boomworm appimages contain qt that can handle force wayland env variables AppImages are still x11 apps, even the sdl variant refuses to build sdl wayland |
@ChristopherHX, thanks, now sdl3 wayland backend works. |
I updated the dependencies of the bookworm based appimages.. AppImage-bookworm-sdl3 (nightly build 356 and up) is now a true wayland application, should work without xwayland
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e.g. also pipewire support should be included, via the |
@ChristopherHX The sound still breaks with sdl3 (wayland) and I tried doing (without the But I also tried another fix (which I initially skipped because I wasn't having the same error message) and it seems to have worked. The sound doesn't disappear no matter how I switch windows. Maybe there's a chance it will happen again, but I think that's very unlikely. I won't test if it works in eglut or without |
Describe the bug
If I switch the window from the game to e.g. browser with youtube, at some random point (not right away when I switch, usually after 10-20 min) the sound on entire system breaks - the media either can't play at all or plays without sound - and remains broken until I close (the game AND) the launcher.
It may happen during an autosave or when the minecraft music finishes playing but I'm not sure.
I'm using sway and wireplumber (pipewire).
To Reproduce
Steps to reproduce the behavior:
Expected behavior
Sound doesn't break.
Screenshots
N/A.
Desktop (please complete the following information):
mcpelauncher-linux-git-0.14.2.r6.gab2424c-1
mcpelauncher-ui-git-0.14.3.r6.gdd57535-1
Additional context
The issue was present for a long time.
The sound breaking "effect" sounds similar to #845.
Everything needed seems to be installed:
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