[Slackbuilds-users] fmodapi access upstream

Doogster thedoogster at gmail.com
Wed Sep 7 19:34:03 UTC 2016


IIRC, the segfaults happened with regular DOOM. A reliable way to trigger
them was to set the sound backend to FMOD and FMOD's backend to Pulseaudio,
restart the sound system (that's a menu option), then start a game.

On Wednesday, 7 September 2016, B Watson <yalhcru at gmail.com> wrote:

> On 9/7/16, Matteo Bernardini <matteo.bernardini at gmail.com <javascript:;>>
> wrote:
>
> > IMHO, the maintainers of what depends on it (Ben, Pablo and Dimitris)
> > decide which one is compatible with their stuff and they think more
> > appropriate ;)
>
> My name's not actually Ben, but it's a pretty good guess :)
>
> If it turns out that version of fmodapi fixes gzdoom segfaulting,
> but causes problems with other builds, I have no problem including that
> version of fmodapi as part of the gzdoom build and making sure it doesn't
> conflict with the fmodapi from the actual fmodapi build.
>
> Questions for Doogster: Are the segfaults in gzdoom and the badly-behaved
> audio in gzdoom+brutaldoom two separate issues? Is there a reliable way
> to trigger the segfault? Does it happen with regular Doom II or only
> with Brutal?
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