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		<title>PulseAudio and Allegro</title>
		<link>http://www.allegro.cc/forums/view/600325</link>
		<description>Allegro.cc Forum Thread</description>
		<webMaster>matthew@allegro.cc (Matthew Leverton)</webMaster>
		<lastBuildDate>Wed, 20 May 2009 22:49:38 +0000</lastBuildDate>
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		<description><![CDATA[<div class="mockup v2"><p>Hi all,</p><p>I&#39;m back from the dead (I&#39;m not sure even if anyone remembers me here...)</p><p>Anyway, I&#39;ve just got around to installing Ubuntu 9.04 and was looking to continue development of Open Invaders, now that I&#39;ve finally brought myself to get used to Anjuta 2 (I used to use version 1 and couldn&#39;t get my head around v2 in the form it was back then!)</p><p>However, I&#39;ve noticed that 9.04 has made the full transition from ALSA/ESD to PulseAudio, with ALSA and OSS backwards compatibility being only provided by an ALSA sink within the confines of the PulseAudio server. I have attempted to run Open Invaders by initing the Allegro server using DIGI_AUTODETECT but am met with complete silence. Not only that, but the game is unusually slow (running at about 25fps). I&#39;ve also tried it with DIGI_ALSA manually.</p><p>Oddly enough, DIGI_OSS works like a charm (with sound and back to 50fps), but DIGI_AUTODETECT seems to detect DIGI_ALSA which, technically speaking, is not incorrect, as the PulseAudio server is detecting the game as a client.</p><p>I really don&#39;t want to have to resort to using DIGI_OSS in the long term, especially as I&#39;m striving for cross-platform source compatibility and DIGI_OSS will just conk out under Windows. Does anyone have any suggestions on how to get around the atrocious ALSA support under Ubuntu 9.04?
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		<author>no-reply@allegro.cc (jamyskis)</author>
		<pubDate>Wed, 20 May 2009 22:21:40 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="source-code snippet"><div class="inner"><pre>$ sudo apt-get <a href="http://www.delorie.com/djgpp/doc/libc/libc_659.html" target="_blank">remove</a> pulseaudio
</pre></div></div><p>
Problem solved.
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		<author>no-reply@allegro.cc (kazzmir)</author>
		<pubDate>Wed, 20 May 2009 22:23:46 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>You could always just <span class="source-code"><span class="p">#ifdef</span></span> it, too. <img src="http://www.allegro.cc/forums/smileys/grin.gif" alt=";D" />
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		<author>no-reply@allegro.cc (amber)</author>
		<pubDate>Wed, 20 May 2009 22:32:14 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><p>You can make a config utility to your program, or make inside the game a options menu where you can select this.
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		<author>no-reply@allegro.cc (dudaskank)</author>
		<pubDate>Wed, 20 May 2009 22:48:18 +0000</pubDate>
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		<description><![CDATA[<div class="mockup v2"><div class="quote_container"><div class="title"><a href="http://www.allegro.cc/forums/thread/600325/812756#target">jamyskis</a> said:</div><div class="quote"><p>but DIGI_AUTODETECT seems to detect DIGI_ALSA which, technically speaking, is not incorrect, as the PulseAudio server is detecting the game as a client.</p></div></div><p>Because pulseaudio developers thought it was a good idea to take over the default ALSA devices. It completely breaks many valid ALSA programs.
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		<author>no-reply@allegro.cc (Thomas Fjellstrom)</author>
		<pubDate>Wed, 20 May 2009 22:49:38 +0000</pubDate>
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