Is there a way to disable the new audio and revert to ALAudio at runtime on Linux, on a packaged build ? One of our players who doesn’t use PulseAudio experiences crashes with the new engine.
Hi Gwenn!
The modules need to be loaded on load and they need to be built as part of the packaging process to be available. There’s no way that I know of to change a module during runtime. Can you describe the crash steps?
Hey Dan. The crash we saw was for a player who didn’t have PulseAudio on his system. Calling SetBaseSoundMix() crashes the game immediatly on 4.18. Using PA resolves the issue.
I moved this to its own thread so it doesn’t get lost in the tutorial thread.
I don’t know a lot about our Linux implementation.
@Minus_Kelvin or Arciel might know better why your users need Pulse Audio.
The Linux backend for audio mixer uses SDL2 – SDL2 has its own backends it uses, which may or may not include Pulse. I’m not a huge linux dev so am not quite sure how it figures out what library to use on Linux. https://wiki.libsdl.org/FrontPage