Mute Wesnoth

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Nuno
Posts: 19
Joined: October 2nd, 2005, 11:55 am

Mute Wesnoth

Post by Nuno »

I'm playing Wesnoth on a (very) non-standard OS, so this may not be directly related to a fault in the game, but...

While playing v1.1.1, I sometimes get the sound turned off. When a unit attacks, the sound abruptly stops and the game complains no sound channels are available.It stays that way until I reboot.
Is this a known sound issue?

Unfortunately, I can't yet use later versions, since there are no more recent builds.
fyo
Posts: 29
Joined: September 7th, 2006, 9:56 am

Post by fyo »

What very non-standard OS?

Have you tried compiling yourself?
tsr
Posts: 790
Joined: May 24th, 2006, 1:05 pm

Post by tsr »

I'm using Ubuntu Linux (Dapper Drake) and for as long I can remember I've suffered from that. The workaround is: turn all sound of (soundeffects+music) and then turn it on again = sound is back.

/tsr
fyo
Posts: 29
Joined: September 7th, 2006, 9:56 am

Post by fyo »

I'm using Ubuntu as well (although Breezy Badger) and I haven't had any similar issues, although I have to admit that I usually don't turn on my speakers.
Nuno
Posts: 19
Joined: October 2nd, 2005, 11:55 am

Mute Wesnoth

Post by Nuno »

I'm playing Wesnoth on AmigaOS4. It doesn't get more non-standard than this. ;)

I tried to turn sound off and on a few weeks and got a lockup. I can't remember which version it was, so I'll try again.
As a sidenote, the game freezes if I try to quit(from the main menu) after the sound goes off.

As for compiling, I would very much like to do it, but don't have the faintest idea of how to go about it. I'm barely past the "hello world" stage in C...
And I was told I needed a cross-compiler, too.
Soliton
Site Administrator
Posts: 1732
Joined: April 5th, 2005, 3:25 pm
Location: #wesnoth-mp

Re: Mute Wesnoth

Post by Soliton »

Nuno wrote: I tried to turn sound off and on a few weeks and got a lockup. I can't remember which version it was, so I'll try again.
As a sidenote, the game freezes if I try to quit(from the main menu) after the sound goes off.
I suppose your best bet is to learn to compile yourself and then use a newer SDL-mixer version.

There was also recently a bug (with solution) reported that might (I don't think so though) be related to your problem: https://gna.org/bugs/?7507

Alternatively play without sound? :P
"If gameplay requires it, they can be made to live on Venus." -- scott
Nuno
Posts: 19
Joined: October 2nd, 2005, 11:55 am

Mute Wesnoth

Post by Nuno »

Playing without sound removes much of the enjoyment... ;(

As for compiling on my own, I've tried, but it's still too much for me at the moment.

Disabling sound and turning it on again seems to be working, at least so far. It will keep me going until a newer, stable version comes up (soon, hopefully...).

Thanks for your reply.
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zookeeper
WML Wizard
Posts: 9742
Joined: September 11th, 2004, 10:40 pm
Location: Finland

Re: Mute Wesnoth

Post by zookeeper »

Soliton wrote:Alternatively play without sound? :P
For goodness' sake.

Heresy.
Psycho Fox
Posts: 7
Joined: November 5th, 2006, 12:15 pm
Location: Australia
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Post by Psycho Fox »

Man Nuno you rock! AmigaOS4.
Wish I could run it on my machine, but oh well.
I recon anyone who uses it is a legend, so hope this link helps ya out dude.

http://www.wesnoth.org/forum/viewtopic. ... t=amigaos4
Signature dropped due to use of img tag
Nuno
Posts: 19
Joined: October 2nd, 2005, 11:55 am

Post by Nuno »

Man Nuno you rock! AmigaOS4.
Wish I could run it on my machine, but oh well.
I recon anyone who uses it is a legend, so hope this link helps ya out dude.
It's not always easy being a "legend", but I still get kicks out of using this gem. ;)
I knew about that link, I'm in regular contact with the guy behind the port.

As for using OS4, at the moment you can only do that by buying specific hardware. This, at present, has 2 drawbacks:
1-it's pricey
2-it's unavailable (but this could change soon)
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