[quake3-bugzilla] [Bug 4621] "Unhandled AL error" flooding console

bugzilla-daemon at icculus.org bugzilla-daemon at icculus.org
Sat Jul 24 00:47:29 EDT 2010


http://bugzilla.icculus.org/show_bug.cgi?id=4621

--- Comment #1 from Zack "ZTurtleMan" Middleton <ZTurtleMan at gmail.com> 2010-07-24 00:47:25 EDT ---
Created an attachment (id=2376)
 --> (http://bugzilla.icculus.org/attachment.cgi?id=2376)
Fix cgame sound fall back when using OpenAL

This patch stops the "WARNING: unhandled AL error: invalid value" (At least in
my standalone mod /with modified engine/, Turtle Arena). This patch was
originally created to fix sound fall back in cgame.

It changes S_AL_RegisterSound to "return 0", like S_Base_RegisterSound, when a
sound was loading using the default sound. This fixes CG_LoadClientInfo.
CG_LoadClientInfo attempts to load custom sounds for the clients model, if the
sound is not found it falls back to the default model's sound.  With the
current OpenAL code it doesn't work, the attached patch fixes it.

To test this extract and rename one of the quake3 players (so cgame doesn't
find sound/players/$NEWNAME/*.wav) and set sv_pure to 0. Currently when using
OpenAL the player will use the default sound (sound/feedback/hit.wav) for
taunt, pain, etc. When using OpenAL with the patch, or using base audio, the
player uses DEFAULT_MODEL(sarge)'s sounds.

Note: When s_alPrecache is set to 0, S_AL_RegisterSound doesn't know if the
sound is the default sound therefore CG_LoadClientInfo doesn't know it should
fall back to another sound. The "WARNING: unhandled AL error: invalid value"
messages still shows up (in Turtle Arena at least) with s_alPrecache set to 0.

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