Sir_Skurpsalot Posted February 7, 2020 Share Posted February 7, 2020 HelloTrying to check out Torque but my sound is not working. I'm using the linux binaries running linux mint. I get this error on startup:"Failed to load OpenAL shared library. Sound will not be availableSFXALProvider - OpenAL not available."How can I fix this? Searched and wasn't able to find anything.Thanks for reading. Quote Link to comment Share on other sites More sharing options...
Duion Posted February 7, 2020 Share Posted February 7, 2020 Install OpenAL. Quote Link to comment Share on other sites More sharing options...
Sir_Skurpsalot Posted February 8, 2020 Author Share Posted February 8, 2020 I have openAL installed. Running openal-info shows the following:Available playback devices: Built-in Audio Analog StereoAvailable capture devices: Built-in Audio Analog Stereo Monitor of Built-in Audio Analog StereoDefault playback device: Built-in Audio Analog StereoDefault capture device: Built-in Audio Analog StereoALC version: 1.1** Info for device "Built-in Audio Analog Stereo" **ALC version: 1.1ALC extensions: ALC_ENUMERATE_ALL_EXT, ALC_ENUMERATION_EXT, ALC_EXT_CAPTURE, ALC_EXT_DEDICATED, ALC_EXT_disconnect, ALC_EXT_EFX, ALC_EXT_thread_local_context, ALC_SOFTX_device_clock, ALC_SOFT_HRTF, ALC_SOFT_loopback, ALC_SOFT_output_limiter, ALC_SOFT_pause_deviceAvailable HRTFs: default-44100 default-48000OpenAL vendor string: OpenAL CommunityOpenAL renderer string: OpenAL SoftOpenAL version string: 1.1 ALSOFT 1.18.2OpenAL extensions: AL_EXT_ALAW, AL_EXT_BFORMAT, AL_EXT_DOUBLE, AL_EXT_EXPONENT_DISTANCE, AL_EXT_FLOAT32, AL_EXT_IMA4, AL_EXT_LINEAR_DISTANCE, AL_EXT_MCFORMATS, AL_EXT_MULAW, AL_EXT_MULAW_BFORMAT, AL_EXT_MULAW_MCFORMATS, AL_EXT_OFFSET, AL_EXT_source_distance_model, AL_EXT_SOURCE_RADIUS, AL_EXT_STEREO_ANGLES, AL_LOKI_quadriphonic, AL_SOFT_block_alignment, AL_SOFT_deferred_updates, AL_SOFT_direct_channels, AL_SOFT_gain_clamp_ex, AL_SOFT_loop_points, AL_SOFT_MSADPCM, AL_SOFT_source_latency, AL_SOFT_source_length, AL_SOFT_source_resampler, AL_SOFT_source_spatializeAvailable resamplers: Nearest Linear * 4-Point Sinc Band-limited Sinc (12/24)EFX version: 1.0Max auxiliary sends: 2Supported filters: Low-pass, High-pass, Band-passSupported effects: EAX Reverb, Reverb, Chorus, Distortion, Echo, Flanger, Ring Modulator, Compressor, Equalizer, Dedicated Dialog, Dedicated LFE Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted February 8, 2020 Share Posted February 8, 2020 Welcome,Maybe missing libopenal-dev or something.I use Mint and it works great. If you end up liking it, I suggest compiling it on your system. It's actually very easy. Try installing the dependencies for compiling under Ubuntu.(you don't have to compile)Herehttp://wiki.torque3d.org/coder:compiling-in-linux#toc2 Quote Link to comment Share on other sites More sharing options...
Duion Posted February 9, 2020 Share Posted February 9, 2020 It is a little different on every Linux distribution and also different depending on what system you compile the binary with, for that reason I always compile with the latest Ubuntu LTS version, that way it will be compatible to most Linux users, but ideally you make an extra release for every major Linux distribution, to make sure it always works. Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted February 9, 2020 Share Posted February 9, 2020 Mint 19.X is basically Ubuntu 18.04 LTS. I've been looking into flatpak and the like, as it seems like an easy way to deploy for multiple distros.Anyway, hope they check back in, let's get it running on their system then we can worry about compiling and whatnot. Quote Link to comment Share on other sites More sharing options...
Sir_Skurpsalot Posted February 9, 2020 Author Share Posted February 9, 2020 Thanks for the help!Two things:I installed the dependencies as you suggested and now the pre-compiled version of Torque finds openAL and I can now select OpenAL as an audio provider in the options and I have sound. The annoying thing is Torque never saves any of my hardware settings though, every time I launch Torque I have to re choose my resolution and audio provider.After I got that I tried going ahead and compiling my own Torque via the instructions in the wiki to see what would happen and that version gives the error "SFXALProvider - No valid devices found!" on startup and I do not have sound. Although one note is I did not understand step 4.3 on the wiki and just copied the folders in the Templates/Full/game to my "game" folder manually. Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted February 10, 2020 Share Posted February 10, 2020 Well I'll be darned. It doesn't save for me in the Options from the Main Menu either, if I don't open the World Editor and Save the Level. Never noticed that.Try opening a level into the World Editor and go to Edit > Game Options. Make your changes.Then go to File > Save Level.See if that gets your changes saved.We can get the compiling working I'm sure but first lets see if it works well. Quote Link to comment Share on other sites More sharing options...
Sir_Skurpsalot Posted February 10, 2020 Author Share Posted February 10, 2020 It's saved my audio now but video settings still reset every time I launch Torque Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted February 11, 2020 Share Posted February 11, 2020 Hmm. That's strange. When you compiled it. It had no errors while compiling? Then you got the error when you first ran it? Quote Link to comment Share on other sites More sharing options...
Duion Posted February 11, 2020 Share Posted February 11, 2020 Are you using the stock template or did you write your own functions to save the settings? Or do the options save into a file correctly and something with the operating system messes it up again? Quote Link to comment Share on other sites More sharing options...
Sir_Skurpsalot Posted February 11, 2020 Author Share Posted February 11, 2020 Jason - I didn't notice any errors, I could try compiling it again. Correct "SFXALProvider - No valid devices found!" shows in my terminal as the game is starting up.Duion - Stock template. I noticed that scripts/client/prefs.cs does not get updated when I change my video settings and exit. Quote Link to comment Share on other sites More sharing options...
Duion Posted February 11, 2020 Share Posted February 11, 2020 There you have it, the prefs do not get saved, maybe due to file permission issues. Quote Link to comment Share on other sites More sharing options...
Sir_Skurpsalot Posted February 11, 2020 Author Share Posted February 11, 2020 made sure I had ownership with sudo chown -R on my entire Torque3D from the terminal and it made no difference. Quote Link to comment Share on other sites More sharing options...
Duion Posted February 11, 2020 Share Posted February 11, 2020 Well you got a more complicated error there, you may have to go through it step by step, like did the settings ever get saved before or is it just in this case? There is a function in script that will write the options into a pref file when exiting the options dialog, you could try to debug that with Torsion, but I don't know if Torsion has a Linux port yet. All I know is that it works in my game and it also works for all other people using my game, but I also have a custom function that writes the user prefs into the user home directory like it is supposed to be done and not into the game directory. Quote Link to comment Share on other sites More sharing options...
Jason Campbell Posted February 11, 2020 Share Posted February 11, 2020 Try right-clicking the T3D binary and go to Properties and make sure that Read and Write is available for every group. Quote Link to comment Share on other sites More sharing options...
Sir_Skurpsalot Posted February 11, 2020 Author Share Posted February 11, 2020 Duion - It has always done this. I opened up scripts/gui/optionsDlg.cs and couldn't find any function in there that looked like it was supposed to save any video settings to any script, just a line for savings control bindings (which works). Maybe it isn't even supposed to save them by default?Jason - no luck. Quote Link to comment Share on other sites More sharing options...
Duion Posted February 12, 2020 Share Posted February 12, 2020 This is how the function looks in my game:https://github.com/Duion/Uebergame/blob/master/scripts/gui/optionsDlg.cs#L320-L321I put it into the on sleep method in the options dialog, so every time the options dialog is closed the settings are saved automatically, so settings can never get lost.The function will export any "$pref::" value which includes all settings also video settings. Second argument is the path and filename to write, where i used a custom function to get the home path, but you can directly write a file path there.Control bindings may work for you, since they are saved in a different function to a different file, as you can see in my example as well.A source of error may be that for certain settings you forgot to write into script to save them into pref values, it happened to me a few times. The export function only exports the pref values that have been changed, if you forgot to link the button in the options menu to change the values of course they will not be saved. Quote Link to comment Share on other sites More sharing options...
Sir_Skurpsalot Posted February 13, 2020 Author Share Posted February 13, 2020 Ok thanks, yeah I guess it just isn't scripted in by default. I'll keep playing with Torque. I tried Torque way back in 2012 and didn't really get it, then went to Unity and used that on and off up until this year, switched to Godot and have used that and made pretty good progress the past 6 months, but now I'm back to Torque giving it a second look because I really just want an FPS engine that has been proven and used in real games before where I don't have to reinvent the wheel for every little bit of basic functionality. Quote Link to comment Share on other sites More sharing options...
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