timo.my...@bittivirhe.fi (Timo Myyrä) wrote: > timo.my...@bittivirhe.fi (Timo Myyrä) writes: > > > Jeremie Courreges-Anglas <j...@wxcvbn.org> writes: > > > >> On Thu, Sep 06 2018, timo.my...@bittivirhe.fi (Timo Myyrä) wrote: > >> > >>> Jeremie Courreges-Anglas <j...@wxcvbn.org> writes: > >>> > >>>> On Fri, Aug 03 2018, timo.my...@bittivirhe.fi (Timo Myyrä) wrote: > >>>> > >>>>> timo.my...@bittivirhe.fi (Timo Myyrä) writes: > >>>>> > >>>>>> Solene Rapenne <sol...@perso.pw> writes: > >>>>>> > >>>>>>> timo.my...@bittivirhe.fi (Timo Myyrä) wrote: > >>>>>>> > >>>>>>>> Hi, > >>>>>>>> > >>>>>>>> Here's a updated port for latest gzdoom version. > >>>>>>>> Merged the stuff from Solene's port into my old gzdoom port and > >>>>>>>> bumped it to > >>>>>>>> latest version. Tested on amd64 and quick gameplay test seems to > >>>>>>>> work and > >>>>>>>> installing soundfont and tuning the ini file, the fluidsynth > >>>>>>>> playback works. > >>>>>>>> > >>>>>>>> - added patch to fix the fluidsynth library name > >>>>>>>> > >>>>>>>> - dropped old linker args from Makefile, these don't seem to be > >>>>>>>> needed at all > >>>>>>>> > >>>>>>>> - Added flag to disable GTK dialogs from building so no need for Gtk > >>>>>>>> dependency > >>>>>>>> > >>>>>>>> - fluidsynth is detected at build time so add it as build_depends. > >>>>>>>> At run time > >>>>>>>> it needs to be installed but gzdoom can use other midi players as > >>>>>>>> well so I > >>>>>>>> didn't add it to run_depends. > >>>>>>>> > >>>>>>>> - Dropped previous gxmessage dependy, the game tries kdialog, > >>>>>>>> gxmessage and > >>>>>>>> finally xmessage to show crash log. > >>>>>>>> > >>>>>>>> - OpenAL needs to be installed to have audio. > >>>>>>>> > >>>>>>>> > >>>>>>>> Timo > >>>>>>> > >>>>>>> Your port is way better than the one I submitted last month, good > >>>>>>> work! Still > >>>>>>> when using mods, I only have music and no other sound, do you have > >>>>>>> the same > >>>>>>> issue? Doom1 and Doom2 runs fine, so it may be related to the mods... > >>>>>> > >>>>>> I tested Doom One mod and only got sound in menu and no gameplay > >>>>>> sounds or music > >>>>>> at all. Got bunch of errors in console so I guess the mods are to > >>>>>> blame. > >>>>>> > >>>>>> Timo > >>>>> > >>>>> Actually its the problem in library loading. There was wrong library > >>>>> names for > >>>>> libmpg123, libsndfile in the code. I've patched those and the sounds > >>>>> seem to > >>>>> work now after quick test. > >>>>> > >>>>> Updated port attached. > >>>> > >>>> Here's some late feedback. > >>>> > >>>> Regarding the patches, I don't think that #ifdef __OpenBSD__ is a good > >>>> approach. (For more on this subject, please look at "#ifdef considered > >>>> harmful" from Henry Spencer.) Please don't push such patches upstream. > >>>> For our needs in ports land, we can just patch and hardcode the use of > >>>> the un-versioned .so libs. Ideas for solutions pushable upstream: > >>>> a cmake option that controls whether dlopened library names should > >>>> contain a version; or just > >>>> #ifndef LIBFOO_NAME > >>>> #define LIBFOO_NAME "libfoo.so.1" > >>>> ... > >>>> which would allow downstreams to override the name. > >>>> > >>>> About the dlopened libraries: I guess it would be good to list them in > >>>> LIB_DEPENDS and add the relevant entries to WANTLIB so that gzdoom gets > >>>> properly updated when its deps change. (Even if ''make > >>>> port-lib-depends-check'' complains about extra libs.) > >> > >> I guess you were not convinced by this point? If you really don't want > >> to add those to LIB_DEPENDS, either make sure that gzdoom runs fine > >> without them, or also add them to RUN_DEPENDS. But LIB_DEPENDS would be > >> better IMO. > >> > > > > Slowly iterating to proper port :) Fluidsynth is one of the supported midi > > players. The game has bunch of other audio backends as well, some of them > > built-in like OPL synth but those do not sound very good. > > > > I'd like the default gzdoom configuration to work, sounds working > > and OPL synth playing music. Then the audio could be enhanced by adding > > fluidsynth etc. for improving the game audio. I just did a quick test of the > > current port and indeed the game seems to pick up fluidsynth just fine at > > runtime > > so it can be dropped from BUILD_DEPENDS. Still need to check if the other > > libraries > > are loaded properly at runtime. > > > >>>> On sparc64, I get this from cmake: > >>>> > >>>> ... > >>>> -- Performing Test HAVE_THREAD_LOCAL > >>>> -- Performing Test HAVE_THREAD_LOCAL - Failed > >>>> CMake Error at src/CMakeLists.txt:408 (message): > >>>> C++ compiler doesn't support thread_local storage duration specifier > >>>> > >>>> COMPILER = base-clang ports-gcc lets the port build and package on > >>>> sparc64. > >>>> > >>>> The rest of the port looks fine. > >>> > >>> Ok, here is an another attempt which allows passing the library names to > >>> build > >>> process and adding the COMPILER flag to Makefile. > >> > >> Still looks mostly good. > >> > >> Looks like for the gtk3 libs the build now depends on cmake setting the > >> define, it doesn't seem to be the case for the other dlopen'd libs. > >> Anyway, this looks fine for now but you'll probably have to discuss with > >> upstream. > >> > >> (review aborted, back to $DAYJOB...) > > > > Yeah, the cmake settings are like first stab to just get things rolling. > > Need to > > find proper place where to put those now that those seem to be working as > > intended. > > > > Timo > > Ok, hopefully this has everything in order. > > I added myself as maintainer, bumped version to 3.5.1 and sorted out the > dependencies a bit. I disabled the dynamic loading of openal, mpg123 and moved > those to LIB_DEPENDS. OpenAL seems to be required to have sounds in gzdoom so > it > makes sense to force it to be present, same for the few other audio libs. > > I'm not sure if libsamplerate and libsndfile need to be present in > BUILD_DEPENDS at all, those get pulled in by the sdl2 dependency anyway so > should they > be just removed? > > I removed the fluidsynth dependency but kept patches so that if its installed > later it can be used with gzdoom. Without fluidsynth the game works with > built-in midi device so it's not mandatory for game operation. > > I think this could use gtk flavor, currenly you can't run the game from dmenu > or > other graphical menu as gzdoom polls the used WAD file from cli. With gtk > flavor > it would use GTK dialog to ask the WAD file but this could be left in later > versions. > > Timo
There is no music with the default sound (fluidsynth). I can get music with libapn and libopn. errors are shown when I switch to something else than libapn or libopng. console output => Max. texture size: 8192 Max. texture units: 32 Max. varying: 128 Max. combined shader storage blocks: 72 Max. vertex shader storage blocks: 12 Resolution: 640 x 480 libWildMidi(_WM_InitReader:52): ERROR Unable to load (No such file or directory) gzdoom: Unable to load sound font Unable to create FluidSynth MIDI device. Falling back to OPL map01 - entryway libWildMidi(_WM_InitReader:52): ERROR Unable to load (No such file or directory) Unable to create FluidSynth MIDI device. Falling back to GUS libWildMidi(_WM_InitReader:52): ERROR Unable to load (No such file or directory)