I’ve removed PulseAudio from my Debian system I’ve been trying to compile SDL-1.2 by myself as in turn I wanted to compile a game that it’s precompiled versions normally have PulseAudio as a dependency. Although I’ve been successfull, the game is running very slow (at about 25-30 FPS) and it’s basically unplayable.
After digging through the SDL config.log, I found out this:
Code:
checking for directfb-config… /usr/bin/directfb-config
checking directfb.h usability… yes
checking directfb.h presence… no
configure: WARNING: directfb.h: accepted by the compiler, rejected by the preprocessor!
configure: WARNING: directfb.h: proceeding with the compiler’s result
Could this have a connection to my slow performance in-game? If yes then what should I do to fix this issue?
Yes, easily. If this was my code it it would just crash. SDL is probably
just coded too well and it tries to handle it but ends up waiting for
something that’s not going to happenOn Mar 24, 2014 10:04 PM, “andoru” <andoru.blah at gmail.com> wrote:
Hello, first time posting here [image: Smile]
I’ve removed PulseAudio from my Debian system I’ve been trying to compile
SDL-1.2 by myself as in turn I wanted to compile a game that it’s
precompiled versions normally have PulseAudio as a dependency. Although
I’ve been successfull, the game is running very slow (at about 25-30 FPS)
and it’s basically unplayable.
After digging through the SDL config.log, I found out this:
Code:
checking for directfb-config… /usr/bin/directfb-config
checking directfb.h usability… yes
checking directfb.h presence… no
configure: WARNING: directfb.h: accepted by the compiler, rejected by the
preprocessor!
configure: WARNING: directfb.h: proceeding with the compiler’s result
Could this have a connection to my slow performance in-game? If yes then
what should I do to fix this issue?
Sadly, it’s been several years now since I’ve been on a Linux box, but grins if PulseAudio is anything like it was circa 2009…2010, then you definitely could have troubles (read: performance issues). PulseAudio was notorious for hanging your audio I/O in many different ways (not always its fault, mind you!), which in turn can potentially hang the underlying app, or even crash it.
Of course, under normal circumstances, I’d say your best bet would be to comb through the PulseAudio logs…
Perhaps the developer left debugging flags in the game that could shed some light on the matter?
Cheers,
Jeffrey Carpenter
<@Jeffrey_Carpenter>On 2014/03/ 24, at 11:14, andoru <andoru.blah at gmail.com> wrote:
Hello, first time posting here
I’ve removed PulseAudio from my Debian system I’ve been trying to compile SDL-1.2 by myself as in turn I wanted to compile a game that it’s precompiled versions normally have PulseAudio as a dependency. Although I’ve been successfull, the game is running very slow (at about 25-30 FPS) and it’s basically unplayable.
After digging through the SDL config.log, I found out this:
Code:
checking for directfb-config… /usr/bin/directfb-config
checking directfb.h usability… yes
checking directfb.h presence… no
configure: WARNING: directfb.h: accepted by the compiler, rejected by the preprocessor!
configure: WARNING: directfb.h: proceeding with the compiler’s result
Could this have a connection to my slow performance in-game? If yes then what should I do to fix this issue?
Yes, easily. If this was my code it it would just crash. SDL is probably just coded too well and it tries to handle it but ends up waiting for something that’s not going to happen
Alright, but any solutions to this problem?
Jeffrey Carpenter wrote:
Greetings,
Sadly, it’s been several years now since I’ve been on a Linux box, but grins if PulseAudio is anything like it was circa 2009…2010, then you definitely could have troubles (read: performance issues). PulseAudio was notorious for hanging your audio I/O in many different ways (not always its fault, mind you!), which in turn can potentially hang the underlying app, or even crash it.
Of course, under normal circumstances, I’d say your best bet would be to comb through the PulseAudio logs…
Perhaps the developer left debugging flags in the game that could shed some light on the matter?
Yes, I can guarantee you that Pulse hasn’t changed much, I had the same problems around 2009 and 2010. I still have sound problems, even with Pulse disabled, but I figured I don’t need Pulse anyway so I removed it just to make sure I tried it.
Anyway, when I compiled SDL, it wasn’t built against Pulse, so that’s not the problem, but as the first poster said, it’s probably because of SDL not compiling against direcfb which is causing it to run slow. Funny thing is that one time when I tried playing the game it worked just fine with over 120FPS. I have no idea what caused it then to work.
Are you using debian’s pre-packaged directfb or did you build directfb from
source?On Mon, Mar 24, 2014 at 12:14 PM, andoru <andoru.blah at gmail.com> wrote:
Hello, first time posting here [image: Smile]
I’ve removed PulseAudio from my Debian system I’ve been trying to compile
SDL-1.2 by myself as in turn I wanted to compile a game that it’s
precompiled versions normally have PulseAudio as a dependency. Although
I’ve been successfull, the game is running very slow (at about 25-30 FPS)
and it’s basically unplayable.
After digging through the SDL config.log, I found out this:
Code:
checking for directfb-config… /usr/bin/directfb-config
checking directfb.h usability… yes
checking directfb.h presence… no
configure: WARNING: directfb.h: accepted by the compiler, rejected by the
preprocessor!
configure: WARNING: directfb.h: proceeding with the compiler’s result
Could this have a connection to my slow performance in-game? If yes then
what should I do to fix this issue?