Audio fails to work in many places in the game. Certain bg music(eg. the excessive baggage music) along with some cut-scenes and misc. Trying to read the program output(is there an easier way to send to a log file because it doesn't all get sent if using "psychonauts > log.txt")
ERROR: CAudioDrv::CAudioDrv->alGenSources reports AL_INVALID_VALUE error.
May not be related, but I saw some of these too:
Game: Engine ERROR: attempt to stop a pooled TE.
I can confirm this with PulseAudio/Arch.
The music on the title screen does not play, nor does the music in 'Basic Braining' or when sorting out emotional baggage.
When 'Basic Braining' loads, it seems to find the music file correctly:
-----
PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/bbmusic.isb' to 'WorkResource/Sounds/bbmusic.isb'
-----
When reuniting baggage with its tag, the logs show:
------
Game: Engine Beginning cutscene EmoBagCollection
Game: Engine Cutscene progression: CS Script moving from state nil to state EmoBagCollection, resultant state EmoBagCollection. Time: 78.79840850830078.
* Stack Trace
1: setState (line -1, file '(none)) (field)
2: xRunCutsceneWithSettings (line -1, file '(none)) (field)
3: runCutsceneWithSettings (line -1, file '(none)) (field)
4: runCutscene (line -1, file '(none)) (field)
5: (null) (line -1, file '(none)) ()
Anim: anims\emotional baggage\steamertrunktag_happy.jan: loaded (1 frames latency)
Anim: anims\emotional baggage\steamertrunk_happy.jan: loaded (1 frames latency)
Game: Engine Cutscene progression: CS Script moving from state EmoBagCollection to state CleanupCSEmoBagCollection, resultant state CleanupCSEmoBagCollection. Time: 89.44446563720703.
* Stack Trace
1: setState (line -1, file '(none)) (field)
2: (null) (line -1, file '(none)) ()
Game: Engine Ending normal cutscene EmoBagCollection
Game: Engine WARNING: bEmoBagCollectionPlayed is not in the saved var table
------
Note also that, while some prerendered cutscenes have working audio, not all do. I found that the intro 'INTRO.bik' worked, but entering 'Basic Braining' ('CAIO.bik') had no sound.
(In reply to comment #3)
> The patch here fixes most the cutscenes, but still leaves emotional baggage
> music unplayed.
> https://bugzilla.icculus.org/show_bug.cgi?id=5533#c2
I can confirm. Most of sound issues are corrected by the patch in above bug, but still no music while attaching tags to baggage.
I can confirm this with PulseAudio/Arch. The music on the title screen does not play, nor does the music in 'Basic Braining' or when sorting out emotional baggage. When 'Basic Braining' loads, it seems to find the music file correctly: ----- PSYCHONAUTS UNIX FILENAME: corrected 'workresource/sounds/bbmusic.isb' to 'WorkResource/Sounds/bbmusic.isb' ----- When reuniting baggage with its tag, the logs show: ------ Game: Engine Beginning cutscene EmoBagCollection Game: Engine Cutscene progression: CS Script moving from state nil to state EmoBagCollection, resultant state EmoBagCollection. Time: 78.79840850830078. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: xRunCutsceneWithSettings (line -1, file '(none)) (field) 3: runCutsceneWithSettings (line -1, file '(none)) (field) 4: runCutscene (line -1, file '(none)) (field) 5: (null) (line -1, file '(none)) () Anim: anims\emotional baggage\steamertrunktag_happy.jan: loaded (1 frames latency) Anim: anims\emotional baggage\steamertrunk_happy.jan: loaded (1 frames latency) Game: Engine Cutscene progression: CS Script moving from state EmoBagCollection to state CleanupCSEmoBagCollection, resultant state CleanupCSEmoBagCollection. Time: 89.44446563720703. * Stack Trace 1: setState (line -1, file '(none)) (field) 2: (null) (line -1, file '(none)) () Game: Engine Ending normal cutscene EmoBagCollection Game: Engine WARNING: bEmoBagCollectionPlayed is not in the saved var table ------ Note also that, while some prerendered cutscenes have working audio, not all do. I found that the intro 'INTRO.bik' worked, but entering 'Basic Braining' ('CAIO.bik') had no sound.