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  • Pulseaudio is no longer working in Debian Squeeze: 'Failed to open module "module-combine-sink": file not found'

    - by mattalexx
    I'm having a problem with pulseaudio. My machine crashed, and when I rebooted and ran pavucontrol, I got a "Connection Failed: Connection refused" dialog. When I run pulseaudio --log-level=info --log-target=stderr from the command line, I get the following output: [...] I: alsa-util.c: Error opening PCM device front:1: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC1D0c' failed (-2) I: alsa-util.c: Error opening PCM device hw:1: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC1D0c' failed (-2) I: alsa-util.c: Error opening PCM device iec958:1: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC1D0c' failed (-2) I: alsa-util.c: Error opening PCM device iec958:1: No such file or directory I: alsa-util.c: Failed to set hardware parameters on plug:iec958:1: Invalid argument I: alsa-util.c: Failed to set hardware parameters on plug:iec958:1: Invalid argument I: alsa-util.c: Failed to set hardware parameters on plug:iec958:1: Invalid argument I: alsa-util.c: Failed to set hardware parameters on plug:iec958:1: Invalid argument I: alsa-util.c: Failed to set hardware parameters on plug:iec958:1: Invalid argument I: (alsa-lib)pcm.c: Unknown PCM a52:1 I: alsa-util.c: Error opening PCM device a52:1: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:1 I: alsa-util.c: Error opening PCM device a52:1: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:1 I: alsa-util.c: Error opening PCM device a52:1: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:1 I: alsa-util.c: Error opening PCM device a52:1: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:1 I: alsa-util.c: Error opening PCM device a52:1: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:1 I: alsa-util.c: Error opening PCM device a52:1: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:1 I: alsa-util.c: Error opening PCM device a52:1: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:1 I: alsa-util.c: Error opening PCM device a52:1: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:1 I: alsa-util.c: Error opening PCM device a52:1: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:1 I: alsa-util.c: Error opening PCM device a52:1: No such file or directory I: (alsa-lib)confmisc.c: Unable to find definition 'cards.USB-Audio.pcm.hdmi.0:CARD=1,AES0=4,AES1=130,AES2=0,AES3=2' I: (alsa-lib)conf.c: function snd_func_refer returned error: No such file or directory I: (alsa-lib)conf.c: Evaluate error: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM hdmi:1 I: alsa-util.c: Error opening PCM device hdmi:1: No such file or directory I: (alsa-lib)confmisc.c: Unable to find definition 'cards.USB-Audio.pcm.hdmi.0:CARD=1,AES0=4,AES1=130,AES2=0,AES3=2' I: (alsa-lib)conf.c: function snd_func_refer returned error: No such file or directory I: (alsa-lib)conf.c: Evaluate error: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM hdmi:1 I: alsa-util.c: Error opening PCM device hdmi:1: No such file or directory I: (alsa-lib)confmisc.c: Unable to find definition 'cards.USB-Audio.pcm.hdmi.0:CARD=1,AES0=4,AES1=130,AES2=0,AES3=2' I: (alsa-lib)conf.c: function snd_func_refer returned error: No such file or directory I: (alsa-lib)conf.c: Evaluate error: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM hdmi:1 I: alsa-util.c: Error opening PCM device hdmi:1: No such file or directory I: (alsa-lib)confmisc.c: Unable to find definition 'cards.USB-Audio.pcm.hdmi.0:CARD=1,AES0=4,AES1=130,AES2=0,AES3=2' I: (alsa-lib)conf.c: function snd_func_refer returned error: No such file or directory I: (alsa-lib)conf.c: Evaluate error: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM hdmi:1 I: alsa-util.c: Error opening PCM device hdmi:1: No such file or directory I: (alsa-lib)confmisc.c: Unable to find definition 'cards.USB-Audio.pcm.hdmi.0:CARD=1,AES0=4,AES1=130,AES2=0,AES3=2' I: (alsa-lib)conf.c: function snd_func_refer returned error: No such file or directory I: (alsa-lib)conf.c: Evaluate error: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM hdmi:1 I: alsa-util.c: Error opening PCM device hdmi:1: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC1D0c' failed (-2) I: alsa-util.c: Error opening PCM device hw:1: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC1D0c' failed (-2) I: alsa-util.c: Error opening PCM device front:1: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC1D0c' failed (-2) I: alsa-util.c: Error opening PCM device hw:1: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC1D0c' failed (-2) I: alsa-util.c: Error opening PCM device iec958:1: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC1D0c' failed (-2) I: alsa-util.c: Error opening PCM device iec958:1: No such file or directory I: card.c: Created 0 "alsa_card.usb-FiiO_DigiHug_USB_Audio-01-Audio" I: alsa-sink.c: Successfully opened device front:1. I: alsa-sink.c: Selected mapping 'Analog Stereo' (analog-stereo). I: alsa-sink.c: Successfully enabled mmap() mode. I: alsa-sink.c: Successfully enabled timer-based scheduling mode. I: (alsa-lib)control.c: Invalid CTL front:1 I: alsa-mixer.c: Unable to attach to mixer front:1: No such file or directory I: alsa-mixer.c: Successfully attached to mixer 'hw:1' W: alsa-mixer.c: Your kernel driver is broken: it reports a volume range from 0.00 dB to 0.00 dB which makes no sense. I: module-device-restore.c: Restoring volume for sink alsa_output.usb-FiiO_DigiHug_USB_Audio-01-Audio.analog-stereo. I: sink.c: Created sink 0 "alsa_output.usb-FiiO_DigiHug_USB_Audio-01-Audio.analog-stereo" with sample spec s16le 2ch 44100Hz and channel map front-left,front-right I: sink.c: alsa.resolution_bits = "16" I: sink.c: device.api = "alsa" I: sink.c: device.class = "sound" I: sink.c: alsa.class = "generic" I: sink.c: alsa.subclass = "generic-mix" I: sink.c: alsa.name = "USB Audio" I: sink.c: alsa.id = "USB Audio" I: sink.c: alsa.subdevice = "0" I: sink.c: alsa.subdevice_name = "subdevice #0" I: sink.c: alsa.device = "0" I: sink.c: alsa.card = "1" I: sink.c: alsa.card_name = "DigiHug USB Audio" I: sink.c: alsa.long_card_name = "FiiO DigiHug USB Audio at usb-0000:00:1a.0-1.2, full speed" I: sink.c: alsa.driver_name = "snd_usb_audio" I: sink.c: device.bus_path = "pci-0000:00:1a.0-usb-0:1.2:1.1" I: sink.c: sysfs.path = "/devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.2/1-1.2:1.1/sound/card1" I: sink.c: udev.id = "usb-FiiO_DigiHug_USB_Audio-01-Audio" I: sink.c: device.bus = "usb" I: sink.c: device.vendor.id = "1852" I: sink.c: device.vendor.name = "GYROCOM C&C Co., LTD" I: sink.c: device.product.id = "7022" I: sink.c: device.product.name = "DigiHug_USB_Audio" I: sink.c: device.serial = "FiiO_DigiHug_USB_Audio" I: sink.c: device.string = "front:1" I: sink.c: device.buffering.buffer_size = "352800" I: sink.c: device.buffering.fragment_size = "176400" I: sink.c: device.access_mode = "mmap+timer" I: sink.c: device.profile.name = "analog-stereo" I: sink.c: device.profile.description = "Analog Stereo" I: sink.c: device.description = "DigiHug_USB_Audio Analog Stereo" I: sink.c: alsa.mixer_name = "USB Mixer" I: sink.c: alsa.components = "USB1852:7022" I: sink.c: module-udev-detect.discovered = "1" I: sink.c: device.icon_name = "audio-card-usb" I: source.c: Created source 0 "alsa_output.usb-FiiO_DigiHug_USB_Audio-01-Audio.analog-stereo.monitor" with sample spec s16le 2ch 44100Hz and channel map front-left,front-right I: source.c: device.description = "Monitor of DigiHug_USB_Audio Analog Stereo" I: source.c: device.class = "monitor" I: source.c: alsa.card = "1" I: source.c: alsa.card_name = "DigiHug USB Audio" I: source.c: alsa.long_card_name = "FiiO DigiHug USB Audio at usb-0000:00:1a.0-1.2, full speed" I: source.c: alsa.driver_name = "snd_usb_audio" I: source.c: device.bus_path = "pci-0000:00:1a.0-usb-0:1.2:1.1" I: source.c: sysfs.path = "/devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.2/1-1.2:1.1/sound/card1" I: source.c: udev.id = "usb-FiiO_DigiHug_USB_Audio-01-Audio" I: source.c: device.bus = "usb" I: source.c: device.vendor.id = "1852" I: source.c: device.vendor.name = "GYROCOM C&C Co., LTD" I: source.c: device.product.id = "7022" I: source.c: device.product.name = "DigiHug_USB_Audio" I: source.c: device.serial = "FiiO_DigiHug_USB_Audio" I: source.c: device.string = "1" I: source.c: module-udev-detect.discovered = "1" I: source.c: device.icon_name = "audio-card-usb" I: alsa-sink.c: Using 2.0 fragments of size 176400 bytes (1000.00ms), buffer size is 352800 bytes (2000.00ms) I: alsa-sink.c: Time scheduling watermark is 20.00ms I: alsa-sink.c: Hardware volume ranges from 0 to 110. I: alsa-sink.c: Using hardware volume control. Hardware dB scale not supported. I: alsa-sink.c: Using hardware mute control. I: core-util.c: Successfully enabled SCHED_RR scheduling for thread, with priority 5. I: alsa-sink.c: Starting playback. I: module.c: Loaded "module-alsa-card" (index: #4; argument: "device_id="1" name="usb-FiiO_DigiHug_USB_Audio-01-Audio" card_name="alsa_card.usb-FiiO_DigiHug_USB_Audio-01-Audio" tsched=yes ignore_dB=no card_properties="module-udev-detect.discovered=1""). I: module-udev-detect.c: Card /devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.2/1-1.2:1.1/sound/card1 (alsa_card.usb-FiiO_DigiHug_USB_Audio-01-Audio) module loaded. I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device hw:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device hw:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device hw:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device hw:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device hw:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device front:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device hw:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device front:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device hw:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device front:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device hw:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device front:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device hw:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device front:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device hw:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround40:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround40:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround40:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround40:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround40:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround41:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround41:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround41:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround41:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround41:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround50:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround50:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround50:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround50:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround50:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround51:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround51:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround51:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround51:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround51:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround71:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround71:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround71:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround71:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device surround71:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device iec958:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device iec958:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device iec958:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device iec958:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device iec958:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device iec958:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device iec958:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device iec958:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device iec958:2: No such file or directory I: (alsa-lib)pcm_hw.c: open '/dev/snd/pcmC2D0p' failed (-2) I: alsa-util.c: Error opening PCM device iec958:2: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:2 I: alsa-util.c: Error opening PCM device a52:2: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:2 I: alsa-util.c: Error opening PCM device a52:2: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:2 I: alsa-util.c: Error opening PCM device a52:2: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:2 I: alsa-util.c: Error opening PCM device a52:2: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:2 I: alsa-util.c: Error opening PCM device a52:2: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:2 I: alsa-util.c: Error opening PCM device a52:2: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:2 I: alsa-util.c: Error opening PCM device a52:2: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:2 I: alsa-util.c: Error opening PCM device a52:2: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:2 I: alsa-util.c: Error opening PCM device a52:2: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM a52:2 I: alsa-util.c: Error opening PCM device a52:2: No such file or directory I: (alsa-lib)confmisc.c: Unable to find definition 'cards.USB-Audio.pcm.hdmi.0:CARD=2,AES0=4,AES1=130,AES2=0,AES3=2' I: (alsa-lib)conf.c: function snd_func_refer returned error: No such file or directory I: (alsa-lib)conf.c: Evaluate error: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM hdmi:2 I: alsa-util.c: Error opening PCM device hdmi:2: No such file or directory I: (alsa-lib)confmisc.c: Unable to find definition 'cards.USB-Audio.pcm.hdmi.0:CARD=2,AES0=4,AES1=130,AES2=0,AES3=2' I: (alsa-lib)conf.c: function snd_func_refer returned error: No such file or directory I: (alsa-lib)conf.c: Evaluate error: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM hdmi:2 I: alsa-util.c: Error opening PCM device hdmi:2: No such file or directory I: (alsa-lib)confmisc.c: Unable to find definition 'cards.USB-Audio.pcm.hdmi.0:CARD=2,AES0=4,AES1=130,AES2=0,AES3=2' I: (alsa-lib)conf.c: function snd_func_refer returned error: No such file or directory I: (alsa-lib)conf.c: Evaluate error: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM hdmi:2 I: alsa-util.c: Error opening PCM device hdmi:2: No such file or directory I: (alsa-lib)confmisc.c: Unable to find definition 'cards.USB-Audio.pcm.hdmi.0:CARD=2,AES0=4,AES1=130,AES2=0,AES3=2' I: (alsa-lib)conf.c: function snd_func_refer returned error: No such file or directory I: (alsa-lib)conf.c: Evaluate error: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM hdmi:2 I: alsa-util.c: Error opening PCM device hdmi:2: No such file or directory I: (alsa-lib)confmisc.c: Unable to find definition 'cards.USB-Audio.pcm.hdmi.0:CARD=2,AES0=4,AES1=130,AES2=0,AES3=2' I: (alsa-lib)conf.c: function snd_func_refer returned error: No such file or directory I: (alsa-lib)conf.c: Evaluate error: No such file or directory I: (alsa-lib)pcm.c: Unknown PCM hdmi:2 I: alsa-util.c: Error opening PCM device hdmi:2: No such file or directory I: alsa-util.c: Device hw:2 doesn't support 44100 Hz, changed to 8000 Hz. I: alsa-util.c: Failed to set hardware parameters on plug:front:2: Invalid argument I: alsa-util.c: Failed to set hardware parameters on plug:hw:2: Invalid argument I: alsa-util.c: Failed to set hardware parameters on plug:iec958:2: Invalid argument I: alsa-util.c: Failed to set hardware parameters on plug:iec958:2: Invalid argument I: module-card-restore.c: Restoring profile for card alsa_card.usb-046d_08d7-01-U0x46d0x8d7. I: card.c: Created 1 "alsa_card.usb-046d_08d7-01-U0x46d0x8d7" I: module.c: Loaded "module-alsa-card" (index: #5; argument: "device_id="2" name="usb-046d_08d7-01-U0x46d0x8d7" card_name="alsa_card.usb-046d_08d7-01-U0x46d0x8d7" tsched=yes ignore_dB=no card_properties="module-udev-detect.discovered=1""). I: module-udev-detect.c: Card /devices/pci0000:00/0000:00:1a.0/usb1/1-1/1-1.6/1-1.6:1.1/sound/card2 (alsa_card.usb-046d_08d7-01-U0x46d0x8d7) module loaded. I: module-udev-detect.c: Found 3 cards. I: module.c: Loaded "module-udev-detect" (index: #6; argument: ""). I: module.c: Loaded "module-esound-protocol-unix" (index: #7; argument: ""). I: module.c: Loaded "module-native-protocol-unix" (index: #8; argument: ""). I: module-default-device-restore.c: Saved default sink 'alsa_output.pci-0000_00_1b.0.analog-surround-41' not existant, not restoring default sink setting. I: module-default-device-restore.c: Saved default source 'alsa_output.pci-0000_00_1b.0.analog-surround-41.monitor' not existant, not restoring default source setting. I: module.c: Loaded "module-default-device-restore" (index: #9; argument: ""). I: module.c: Loaded "module-rescue-streams" (index: #10; argument: ""). I: module.c: Loaded "module-always-sink" (index: #11; argument: ""). I: module.c: Loaded "module-intended-roles" (index: #12; argument: ""). I: module.c: Loaded "module-suspend-on-idle" (index: #13; argument: ""). I: client.c: Created 0 "ConsoleKit Session /org/freedesktop/ConsoleKit/Session2" I: module.c: Loaded "module-console-kit" (index: #14; argument: ""). I: module.c: Loaded "module-position-event-sounds" (index: #15; argument: ""). I: module.c: Loaded "module-cork-music-on-phone" (index: #16; argument: ""). E: module.c: Failed to open module "module-combine-sink": file not found E: main.c: Module load failed. E: main.c: Failed to initialize daemon. I: module.c: Unloading "module-device-restore" (index: #0). I: module.c: Unloaded "module-device-restore" (index: #0). I: module.c: Unloading "module-stream-restore" (index: #1). I: module.c: Unloaded "module-stream-restore" (index: #1). I: module.c: Unloading "module-card-restore" (index: #2). I: module.c: Unloaded "module-card-restore" (index: #2). I: module.c: Unloading "module-augment-properties" (index: #3). I: module.c: Unloaded "module-augment-properties" (index: #3). I: module.c: Unloading "module-alsa-card" (index: #4). I: sink.c: Freeing sink 0 "alsa_output.usb-FiiO_DigiHug_USB_Audio-01-Audio.analog-stereo" I: source.c: Freeing source 0 "alsa_output.usb-FiiO_DigiHug_USB_Audio-01-Audio.analog-stereo.monitor" I: card.c: Freed 0 "alsa_card.usb-FiiO_DigiHug_USB_Audio-01-Audio" I: module.c: Unloaded "module-alsa-card" (index: #4). I: module.c: Unloading "module-alsa-card" (index: #5). I: card.c: Freed 1 "alsa_card.usb-046d_08d7-01-U0x46d0x8d7" I: module.c: Unloaded "module-alsa-card" (index: #5). I: module.c: Unloading "module-udev-detect" (index: #6). I: module.c: Unloaded "module-udev-detect" (index: #6). I: module.c: Unloading "module-esound-protocol-unix" (index: #7). I: module.c: Unloaded "module-esound-protocol-unix" (index: #7). I: module.c: Unloading "module-native-protocol-unix" (index: #8). I: module.c: Unloaded "module-native-protocol-unix" (index: #8). I: module.c: Unloading "module-default-device-restore" (index: #9). I: module.c: Unloaded "module-default-device-restore" (index: #9). I: module.c: Unloading "module-rescue-streams" (index: #10). I: module.c: Unloaded "module-rescue-streams" (index: #10). I: module.c: Unloading "module-always-sink" (index: #11). I: module.c: Unloaded "module-always-sink" (index: #11). I: module.c: Unloading "module-intended-roles" (index: #12). I: module.c: Unloaded "module-intended-roles" (index: #12). I: module.c: Unloading "module-suspend-on-idle" (index: #13). I: module.c: Unloaded "module-suspend-on-idle" (index: #13). I: module.c: Unloading "module-console-kit" (index: #14). I: client.c: Freed 0 "ConsoleKit Session /org/freedesktop/ConsoleKit/Session2" I: module.c: Unloaded "module-console-kit" (index: #14). I: module.c: Unloading "module-position-event-sounds" (index: #15). I: module.c: Unloaded "module-position-event-sounds" (index: #15). I: module.c: Unloading "module-cork-music-on-phone" (index: #16). I: module.c: Unloaded "module-cork-music-on-phone" (index: #16). I: main.c: Daemon terminated. I believe the relevant part is this: E: module.c: Failed to open module "module-combine-sink": file not found E: main.c: Module load failed. E: main.c: Failed to initialize daemon. I tried uninstalling and reinstalling pulseaudio, I tried to find a way to install module-combine-sink. Nothing worked. I'm on a Debian Squeeze 32-bit machine. What can I do to fix this?

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  • Apache Solr: What is a good strategy for creating a tag/attribute based search for an image.

    - by Development 4.0
    I recently read an article about YayMicro that descries how they used solr to search their photos. I would like doing something similar (but on a smaller scale). I have figured out how to have solr to search text files, but I would like to learn what the best way to associate images with semi structured/unstructured text. Do I create an xml file with an image link in it? I basically want to input a search string and have it return a grid of images. Yay Micro Article Link

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  • Two internet connections coming in, one Sonicwall Tz170 (enhanced os), and slow speed

    - by Development 4.0
    I work a lot from my home office and being in general a tad paranoid I have cable and DSL pipes coming into my house. I have used an Ebay bought Sonicwall Tz170 with the enhanced OS for a good while. I believe it does failover and has a feature for doing round robin on which connection is used. I get the impression from using it that I might not be getting the most out of this setup. Is it possible/likely that my router could be a cause of the slowdown? Are there more appropriate choices?

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  • LogMeIn style remote access to NAS drive

    - by Mere Development
    I've been asked to setup some remote access to a NAS drive. The NAS drive will sit on a VLAN inside a network that uses a Cisco 891 IS router as gateway. The charity have no SSL-VPN licenses for the Cisco. At present there are no open ports or services on the Cisco itself and ideally we would like to keep it that way for a while, hence the request for a LogMeIn style service that's initiated from inside. We need multiple user access, about 10 max. Using LogMeIn on a machine connected to the NAS would only provide screen sharing I believe, and no concurrent connections (could be wrong?) The end users need to be able to read and write files to the NAS from Mac's and PC's around the globe. Read-only access from Mobile devices would be a bonus but not absolutely necessary. This is for a charity, non-commercial, but they are willing to spend if necessary. Cisco config knowledge is at a minimum so if I can avoid upsetting that delicate device I'll be happy :) Anyone have any clever ideas? I can provide more information on request. Thanks, Ben

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  • Multiple Apps - One SSL

    - by Optix App Development
    I'm trying to configure a domain and SSL to run multiple Facebook apps through the SSL. What I need advice on is routing the apps through the SSL without actually hosting them on that server. Ideally they would be hosted on the client's server. Any advice on how to do this? UPDATE Following the advice from the replies I have setup a domain which houses my Facebook apps under one SSL. So far this is working well. Thanks guys. :)

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  • Automating XNA Performance Testing?

    - by Grofit
    I was wondering what peoples approaches or thoughts were on automating performance testing in XNA. Currently I am looking at only working in 2d, but that poses many areas where performance can be improved with different implementations. An example would be if you had 2 different implementations of spatial partitioning, one may be faster than another but without doing some actual performance testing you wouldn't be able to tell which one for sure (unless you saw the code was blatantly slow in certain parts). You could write a unit test which for a given time frame kept adding/updating/removing entities for both implementations and see how many were made in each timeframe and the higher one would be the faster one (in this given example). Another higher level example would be if you wanted to see how many entities you can have on the screen roughly without going beneath 60fps. The problem with this is to automate it you would need to use the hidden form trick or some other thing to kick off a mock game and purely test which parts you care about and disable everything else. I know that this isnt a simple affair really as even if you can automate the tests, really it is up to a human to interpret if the results are performant enough, but as part of a build step you could have it run these tests and publish the results somewhere for comparison. This way if you go from version 1.1 to 1.2 but have changed a few underlying algorithms you may notice that generally the performance score would have gone up, meaning you have improved your overall performance of the application, and then from 1.2 to 1.3 you may notice that you have then dropped overall performance a bit. So has anyone automated this sort of thing in their projects, and if so how do you measure your performance comparisons at a high level and what frameworks do you use to test? As providing you have written your code so its testable/mockable for most parts you can just use your tests as a mechanism for getting some performance results... === Edit === Just for clarity, I am more interested in the best way to make use of automated tests within XNA to track your performance, not play testing or guessing by manually running your game on a machine. This is completely different to seeing if your game is playable on X hardware, it is more about tracking the change in performance as your game engine/framework changes. As mentioned in one of the comments you could easily test "how many nodes can I insert/remove/update within QuadTreeA within 2 seconds", but you have to physically look at these results every time to see if it has changed, which may be fine and is still better than just relying on playing it to see if you notice any difference between version. However if you were to put an Assert in to notify you of a fail if it goes lower than lets say 5000 in 2 seconds you have a brittle test as it is then contextual to the hardware, not just the implementation. Although that being said these sort of automated tests are only really any use if you are running your tests as some sort of build pipeline i.e: Checkout - Run Unit Tests - Run Integration Tests - Run Performance Tests - Package So then you can easily compare the stats from one build to another on the CI server as a report of some sort, and again this may not mean much to anyone if you are not used to Continuous Integration. The main crux of this question is to see how people manage this between builds and how they find it best to report upon. As I said it can be subjective but as knowledge will be gained from the answers it seems a worthwhile question.

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  • Getting the number of fragments which passed the depth test

    - by Etan
    In "modern" environments, the "NV Occlusion Query" extension provides a method to get the number of fragments which passed the depth test. However, on the iPad / iPhone using OpenGL ES, the extension is not available. What is the most performant approach to implement a similar behaviour in the fragment shader? Some of my ideas: Render the object completely in white, then count all the colors together using a two-pass shader where first a vertical line is rendered and for each fragment the shader computes the sum over the whole row. Then, a single vertex is rendered whose fragment sums all the partial sums of the first pass. Doesn't seem to be very efficient. Render the object completely in white over a black background. Downsample recursively, abusing the hardware linear interpolation between textures until being at a reasonably small resolution. This leads to fragments which have a greyscale level depending on the number of white pixels where in their corresponding region. Is this even accurate enough? Use mipmaps and simply read the pixel on the 1x1 level. Again the question of accuracy and if it is even possible using non-power-of-two textures. The problem wit these approaches is, that the pipeline gets stalled which results in major performance issues. Therefore, I'm looking for a more performant way to accomplish my goal. Using the EXT_OCCLUSION_QUERY_BOOLEAN extension Apple introduced EXT_OCCLUSION_QUERY_BOOLEAN in iOS 5.0 for iPad 2. "4.1.6 Occlusion Queries Occlusion queries use query objects to track the number of fragments or samples that pass the depth test. An occlusion query can be started and finished by calling BeginQueryEXT and EndQueryEXT, respectively, with a target of ANY_SAMPLES_PASSED_EXT or ANY_SAMPLES_PASSED_CONSERVATIVE_EXT. When an occlusion query is started with the target ANY_SAMPLES_PASSED_EXT, the samples-boolean state maintained by the GL is set to FALSE. While that occlusion query is active, the samples-boolean state is set to TRUE if any fragment or sample passes the depth test. When the occlusion query finishes, the samples-boolean state of FALSE or TRUE is written to the corresponding query object as the query result value, and the query result for that object is marked as available. If the target of the query is ANY_SAMPLES_PASSED_CONSERVATIVE_EXT, an implementation may choose to use a less precise version of the test which can additionally set the samples-boolean state to TRUE in some other implementation dependent cases." The first sentence hints on a behavior which is exactly what I'm looking for: getting the number of pixels which passed the depth test in an asynchronous manner without much performance loss. However, the rest of the document describes only how to get boolean results. Is it possible to exploit this extension to get the pixel count? Does the hardware support it so that there may be hidden API to get access to the pixel count? Other extensions which could be exploitable would be debugging features like the number of times the fragment shader was invoked (PSInvocations in DirectX - not sure if something simila is available in OpenGL ES). However, this would also result in a pipeline stall.

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  • The Game vs The Game Engine?

    - by Milo
    I was wondering if somebody could tell me how the game and the game engine fit into game development. Specifically what I mean is, the game engine does not actually have a game. So where I'm unclear about is basically, do game developpers build an engine, then create a new class that inherits from engine which becomes the game? Ex: class ShooterGame : public Engine { }; So basically i'm unclear on where the game code fits into the engine. Thanks

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  • No HDMI Audio with GeForce 9600GT and nForce board

    - by Bobby
    I've been trying to get HDMI with sound working for the last few days, and I'm a little bit out of ideas. (I've verified that the hardware/Setup works via Windows.) aplay does not list my HDMI device: $ aplay -l **** List of PLAYBACK Hardware Devices **** card 0: NVidia [HDA NVidia], device 0: ALC662 rev1 Analog [ALC662 rev1 Analog] Subdevices: 1/1 Subdevice #0: subdevice #0 card 0: NVidia [HDA NVidia], device 1: ALC662 rev1 Digital [ALC662 rev1 Digital] Subdevices: 1/1 Subdevice #0: subdevice #0 I've already compiled the alsa drivers (1.0.24) from a snapshot (with --with-oss=no) and added the line options snd-hda-intel model=auto # Tried 3stack-dig and 6stack-dig too to /etc/modprobe.d/alsa-base.conf. Still, the device does not show up. If it is important, the HDMI TV is at the moment not configured to be part of the X session (I've tried that to, at least with X restart, and it didn't change anything). What did I miss? $ lspci 00:00.0 Host bridge: nVidia Corporation Device 07c3 (rev a2) 00:00.1 RAM memory: nVidia Corporation nForce 630i memory controller (rev a2) 00:01.0 RAM memory: nVidia Corporation nForce 630i memory controller (rev a1) 00:01.1 RAM memory: nVidia Corporation nForce 630i memory controller (rev a1) 00:01.2 RAM memory: nVidia Corporation nForce 630i memory controller (rev a1) 00:01.3 RAM memory: nVidia Corporation nForce 630i memory controller (rev a1) 00:01.4 RAM memory: nVidia Corporation nForce 630i memory controller (rev a1) 00:01.5 RAM memory: nVidia Corporation nForce 630i memory controller (rev a1) 00:01.6 RAM memory: nVidia Corporation nForce 630i memory controller (rev a1) 00:02.0 RAM memory: nVidia Corporation nForce 630i memory controller (rev a1) 00:03.0 ISA bridge: nVidia Corporation MCP73 LPC Bridge (rev a2) 00:03.1 SMBus: nVidia Corporation MCP73 SMBus (rev a1) 00:03.2 RAM memory: nVidia Corporation MCP73 Memory Controller (rev a1) 00:03.4 RAM memory: nVidia Corporation MCP73 Memory Controller (rev a1) 00:04.0 USB Controller: nVidia Corporation GeForce 7100/nForce 630i USB (rev a1) 00:04.1 USB Controller: nVidia Corporation MCP73 [nForce 630i] USB 2.0 Controller (EHCI) (rev a1) 00:08.0 IDE interface: nVidia Corporation MCP73 IDE (rev a1) 00:09.0 Audio device: nVidia Corporation MCP73 High Definition Audio (rev a1) 00:0a.0 PCI bridge: nVidia Corporation MCP73 PCI Express bridge (rev a1) 00:0b.0 PCI bridge: nVidia Corporation MCP73 PCI Express bridge (rev a1) 00:0c.0 PCI bridge: nVidia Corporation MCP73 PCI Express bridge (rev a1) 00:0d.0 PCI bridge: nVidia Corporation MCP73 PCI Express bridge (rev a1) 00:0e.0 IDE interface: nVidia Corporation MCP73 IDE (rev a2) 00:0f.0 Ethernet controller: nVidia Corporation MCP73 Ethernet (rev a2) 02:00.0 VGA compatible controller: nVidia Corporation G94 [GeForce 9600 GT] (rev a1)   $ aplay -L default pulse Playback/recording through the PulseAudio sound server front:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Front speakers surround40:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 4.0 Surround output to Front and Rear speakers surround41:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 4.1 Surround output to Front, Rear and Subwoofer speakers surround50:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 5.0 Surround output to Front, Center and Rear speakers surround51:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 5.1 Surround output to Front, Center, Rear and Subwoofer speakers surround71:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog 7.1 Surround output to Front, Center, Side, Rear and Woofer speakers iec958:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Digital IEC958 (S/PDIF) Digital Audio Output dmix:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Direct sample mixing device dmix:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Direct sample mixing device dsnoop:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Direct sample snooping device dsnoop:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Direct sample snooping device hw:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Direct hardware device without any conversions hw:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Direct hardware device without any conversions plughw:CARD=NVidia,DEV=0 HDA NVidia, ALC662 rev1 Analog Hardware device with all software conversions plughw:CARD=NVidia,DEV=1 HDA NVidia, ALC662 rev1 Digital Hardware device with all software conversions

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  • Start Developing a Multiplayer Online Client to host existing video game

    - by Rami.Shareef
    GameRanger Garena ... etc I'm planning to start developing a small online client like these mentioned above (for friends usage), where the player that hosts the game is the server him self. was looking through the web for something to start with, but couldnt find any resources for this request!. Planning to do it with .NET technology, I have a good decent development experience. Any good resources to start with? the game I'm aiming to support is WarCraft III The frozen throne as start

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  • Another sound not working post

    - by Thomas Smart
    Tried all the other "sound not working" posts i think, lost count. purge/reinstall alsa and pulse, reboot, add user to audio group, various lines in the alsa config file such as "options snd-hda-intel model=" then tried different options like generic, auto, basic, default, etc. tried pulseaudio -k && sudo alsa force-reload a few times, with and without rebooting. Hardware: 16gb ram, core I7-4790, Intel Haswell mboard with onboard sound and graphics Multimedia: Audio Adapter: HDA-Intel-HDA Intel HDMI OS: Ubuntu server 14.04 with ubuntu-desktop installed. GUI sound settings lists only the dummy sound card alsamixer -c 0 ¦ Card: HDA Intel HDMI F1: Help ¦ ¦ Chip: Intel Haswell HDMI F2: System information ¦ ¦ View: F3:[Playback] F4: Capture F5: All F6: Select sound card ¦ ¦ Item: S/PDIF ¦ ¦ +--+ ¦ ¦ ¦OO¦ ¦ ¦ +--+ ¦ ¦ < S/PDIF > ¦ aplay -l **** List of PLAYBACK Hardware Devices **** card 0: HDMI [HDA Intel HDMI], device 3: HDMI 0 [HDMI 0] Subdevices: 1/1 Subdevice #0: subdevice #0 aplay -L default Playback/recording through the PulseAudio sound server null Discard all samples (playback) or generate zero samples (capture) pulse PulseAudio Sound Server hdmi:CARD=HDMI,DEV=0 HDA Intel HDMI, HDMI 0 HDMI Audio Output dmix:CARD=HDMI,DEV=3 HDA Intel HDMI, HDMI 0 Direct sample mixing device dsnoop:CARD=HDMI,DEV=3 HDA Intel HDMI, HDMI 0 Direct sample snooping device hw:CARD=HDMI,DEV=3 HDA Intel HDMI, HDMI 0 Direct hardware device without any conversions plughw:CARD=HDMI,DEV=3 HDA Intel HDMI, HDMI 0 Hardware device with all software conversions cat /proc/asound/cards 0 [HDMI ]: HDA-Intel - HDA Intel HDMI HDA Intel HDMI at 0xf7d14000 irq 46 cat /proc/asound/devices 1: : sequencer 2: [ 0- 3]: digital audio playback 3: [ 0- 0]: hardware dependent 4: [ 0] : control 33: : timer mplayer -ao alsa:device=hdmi /usr/share/sounds/ubuntu/stereo/system-ready.ogg MPlayer 1.1-4.8 (C) 2000-2012 MPlayer Team mplayer: could not connect to socket mplayer: No such file or directory Failed to open LIRC support. You will not be able to use your remote control. Playing /usr/share/sounds/ubuntu/stereo/system-ready.ogg. libavformat version 54.20.4 (external) Mismatching header version 54.20.3 libavformat file format detected. [lavf] stream 0: audio (vorbis), -aid 0 Load subtitles in /usr/share/sounds/ubuntu/stereo/ ========================================================================== Opening audio decoder: [ffmpeg] FFmpeg/libavcodec audio decoders libavcodec version 54.35.0 (external) AUDIO: 44100 Hz, 1 ch, floatle, 80.0 kbit/5.67% (ratio: 10000->176400) Selected audio codec: [ffvorbis] afm: ffmpeg (FFmpeg Vorbis) ========================================================================== [AO_ALSA] alsa-lib: confmisc.c:768:(parse_card) cannot find card '1' [AO_ALSA] alsa-lib: conf.c:4248:(_snd_config_evaluate) function snd_func_card_driver returned error: No such file or directory [AO_ALSA] alsa-lib: confmisc.c:392:(snd_func_concat) error evaluating strings [AO_ALSA] alsa-lib: conf.c:4248:(_snd_config_evaluate) function snd_func_concat returned error: No such file or directory [AO_ALSA] alsa-lib: confmisc.c:1251:(snd_func_refer) error evaluating name [AO_ALSA] alsa-lib: conf.c:4248:(_snd_config_evaluate) function snd_func_refer returned error: No such file or directory [AO_ALSA] alsa-lib: conf.c:4727:(snd_config_expand) Evaluate error: No such file or directory [AO_ALSA] alsa-lib: pcm.c:2239:(snd_pcm_open_noupdate) Unknown PCM hdmi [AO_ALSA] Playback open error: No such file or directory Failed to initialize audio driver 'alsa:device=hdmi' Could not open/initialize audio device -> no sound. Audio: no sound Video: no video Exiting... (End of file) mplayer -ao alsa:device=hw=0.3 /usr/share/sounds/ubuntu/stereo/system-ready.ogg MPlayer 1.1-4.8 (C) 2000-2012 MPlayer Team mplayer: could not connect to socket mplayer: No such file or directory Failed to open LIRC support. You will not be able to use your remote control. Playing /usr/share/sounds/ubuntu/stereo/system-ready.ogg. libavformat version 54.20.4 (external) Mismatching header version 54.20.3 libavformat file format detected. [lavf] stream 0: audio (vorbis), -aid 0 Load subtitles in /usr/share/sounds/ubuntu/stereo/ ========================================================================== Opening audio decoder: [ffmpeg] FFmpeg/libavcodec audio decoders libavcodec version 54.35.0 (external) AUDIO: 44100 Hz, 1 ch, floatle, 80.0 kbit/5.67% (ratio: 10000->176400) Selected audio codec: [ffvorbis] afm: ffmpeg (FFmpeg Vorbis) ========================================================================== [AO_ALSA] Format floatle is not supported by hardware, trying default. AO: [alsa] 44100Hz 2ch s16le (2 bytes per sample) Video: no video Starting playback... A: 0.4 (00.4) of 0.8 (00.7) 0.1% Exiting... (End of file) Thank you for your time and help :)

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  • Popular genres in Asian (non-Japanese) markets?

    - by mummey
    Hello, From time-to-time I've wondered what kind of games are popular in Asia (India, China, Korea, Singapore, etc...). I hear about developers in the US and UK who outsource work there, but what goes into the games they make for themselves? Related, you hear these days about how Japanese developers have been marketing their games more for American audiences these days (with mixed success). In what ways could American developers aim their development toward Asian audiences?

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  • Graphical quality of open source vs. commercial games

    - by Toktik
    I'm new in Game development. I have researched many open source games. But I have not met any open source game which has high quality graphics, comparable to these found in commercial games. What is the reason for this? Are open source game engines not advanced enough to support such graphics or is there just a lack of assets, textures and models? I know that this question is very general, I would like to hear some points of view.

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  • Kickstarter "last minute cold feet"

    - by mm24
    today I scheduled the publication of a video on kickstarter requesting approximately 5.000 $ in order to complete the iPhone shooter game I started 1 year ago after quitting my job. I invested more than 20.000$ in the game so far (for artwork, music, legal and accountant expenses) and I am now getting cold feet about my decision of publishing the video. The game is "nearly finished", in other words: the game mechanics are working but I still have some bugs to fix. Once I will have finished this (I hope will take me 1 or 2 weeks) I plan to start working on the actual level balancing (e.g. deciding the order of appearence of enemies for each level and balancing the number of hitpoints and strenght of bullets that the enemies have). Reasons for not publishing the video are: fear that the concept can be copied easily: the game is a shooter game set in a different environment (its a pretty cool one, believe me :)) and I am worried that someone might copy* the idea (I know, its the usual "I am worried story.."). A shooter game is one of the easiest game to implement and hence there will be hundreds game developer able to copy it by just adapting their existing code and changing graphics (not as straightforward). It took me one year to develop this because I was inexperienced plus there are approximately 6/7 months of work from the illustrator and there are 8 unique music tracks composed. The soundtrack of the video is the soundtrack of the game wich is not yet published and has not been deposited to a music society. I did create legally valid timestamps for the tracks and I am considering uploading the album on iTunes before publishing the video so I can have a certain publication date. But overall I am a bit scared and worried because I have never done this before and even the simple act of publishing an album requires me to read a long contract from the "aggregator company") which, even if I do have contracts with the musicians do worry me as I am not a U.S. resident and I am not familiar with the U.S. law system Reasons for publishing the video are: I almost run out of money (but this is not a real reason as I should have enough for one more month of development time) ...I kind of need extra money as, even if I do have money for 1 month of development I do not have money for marketing and for other expenses (e.g. accountant) It will create a fan base I could get some useful feedback from a wider range of beta testers It might create some pre-release buzz in case some blogger or game magazine likes the concept Anyone has had similar experiences? Is there a real risk that someone will copy the concept and implement it in a couple of months? Will the Kickstarter campaing be a good pre-release exposure for the gmae? Any refrences of similar projects/situations? Is it realistic that someone like ROVIO will copy the idea straight away?

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  • Android landscape mod game.

    - by davidv
    I am beginner in android game development. I want my game to run only in landscape fullscreen mod (currently I have Optimus 2X with resolution 800x480 in landscape), and I dont know how to set it. I found the fullscreen mod settings, and tried some landscape mod (set orientation:landscape in AndroidManifest), but the game is now crashing and its very unstable (eg. when i change phone orientation). So is there any way to do that? Thank you for help.

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  • Distributing cross-platform .jar containing natives for LWJGL?

    - by Carter H
    I'm making a game in Java using Slick2d, which depends on LWJGL. I can get everything to work in my development environment, but when I export it to a .jar, it needs the natives placed in the same directory as the .jar. What I'm asking is if it's possible to package the natives for all operating systems in the .jar, and automatically use the right ones depending on what OS was detected. So, is this possible?

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  • Do game studios hire people based on their math knowledge alone?

    - by Brent Horvath
    I have very little programming skills outside of very basic levels of Java, but I have excellent math and science knowledge. I was wondering what I could offer any potential team if I were to go into video game development? Do people hire people based on their math knowledge alone? I like to do other things such as writing or drawing, but math and science are the only skills in which I really excel in.

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  • Any multiplayer webgame engine based on Flex

    - by Hongyu Ouyang
    My team is developing a multiplayer webgame (like a virtual world) in a short time(several months using after-school time), and I wonder if there are any webgame engine based on Flex. When I googled it I got many results related to HTML5, but I doubted if it is suitable for quick development. Do anyone have the experience of developing a webgame using A good engine? Are there any engine recommended? I prefer actionscript and flex to a javascript or HTML5 solution.

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  • Which unit test framework for c++ based games?

    - by jmp97
    Which combination of testing tools do you feel is best? Given the framework / library of your choice you might consider: suitability for TDD ease of use / productivity dealing with mock objects setup with continuous integration error reporting Note: While this is potentially a generic question like the one on SO I would argue that game development is usually bound to a specific work flow which influences the choice for testing. For a higher-level perspective, see question Automated testing of games.

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  • How would one go about integrated python into a c++ written game for the use of user-made scripts

    - by Spencer Killen
    I'm quite new to game development (not the site) and I'm currently just trying to educate myself about some certain things before I really begin working and a game. anyway, I'd like to know what basic algorithm/outline of how a game would be coded effeciently with the implementation of user coded scripts for gameplay and levels that are written in python, Is this even possible? would all the features of python be avalible? like say "multi-threading"?

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  • Investment scheme for a PC game the project

    - by Alex Kamen
    Good day everyone, I am working on a PC game project that has 3 phases planned, micro, macro and mmo versions [if confused, see a brief description at the bottom]. I have found a potential investor for the micro version of the game, but naturally, he requested a detailed plan of how the game will pay back. And the problem is that micro version itself is not supposed to be monetized much, other than some ads and limited in-game currency utilization. The idea is that with this combat demo already at hand, it should be possible to get a really large enough investment (millions of dollars) and use it to pay back the initial small one (thousands of dollars) and take the project into macro phase, which will really make profit. This way, everybody is going to win, provided that I can deliver the end-product. Yet while I am confident of that both the conception of the macro and the real game-play of the micro versions are going to be appealing, I don’t know how to obtain any guarantee of that I will be able to get funded once I have the prototype ready. And without that, I won’t receive the funds for the prototype in the first place! To summarize, my question is: how to figure out my future possibilities of getting funded once I have combat demo out, basically “whom to write to and what”. Ideally, I would like some sort of a preliminary agreement with a game publisher, something that would basically state “If the developer provides the product in time and in quality corresponding to the specifications given, the publisher guarantees to allocate funds for distribution and further development, thereby acquiring the right to X part of all future profits”. Does this sound sane? It’s just that I don’t want to sell all of my rights out straight away by taking a big outside investment while the project is in such early stage. I would appreciate if you would share your thoughts on this kind of scheme, and be sure to ask questions as I am sure I must have forgotten to mention a ton of important things, like the fact that initial funds are going to be spent on outsourcing (living in Siberia is really just great). [here’s a brief outline of what each version will feature] [micro] 1) turn based tactical combat rules 2) character development 3) arena/tournament system [macro] 4) ai-ruled dynamic interactive worlds 5) global map adventuring 6) strategic rpg + god simulator gameplay [mmo] 7) Persistent worlds system 8) Social structures system (“guilds/clans”) 9) god-simulation on the mmo scale P.S. Obviously, these features are incremental, so that mmo version has all 9.

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  • How do I import my first sprites?

    - by steven_desu
    Continuing from this question (new question - now unrelated) So I have a thorough background in programming already (algorithms, math, logic, graphing problems, etc.) however I've never attempted to code a game before. In fact, I've never had anything more than minimal input from a user during the execution of a program. Generally input was given from a file or passed through console, all necessary functions were performed, then the program terminated with an output. I decided to try and get in on the world of game development. From several posts I've seen around gamedev.stackexchange.com XNA seems to be a favorite, and it was recommended to me when I asked where to start. I've downloaded and installed Visual Studio 2010 along with the XNA Framework and now I can't seem to get moving in the right direction. I started out looking on Google for "xna game studio tutorial", "xna game development beginners", "my first xna game", etc. I found lots of crap. The official "Introduction to Game Studio 4.0" gave me this (plus my own train of thought happily pasted on top thanks to MSPaint): http://tinypic.com/r/2w1sgvq/7 The "Get Additional Help" link (my best guess, since there was no "Continue" or "Next" link) lead me to this page: http://tinypic.com/r/2qa0dgx/7 I tried every page. The forum was the only thing that seemed helpful, however searching for "beginner", "newbie", "getting started", "first project", and similar on the forums turned up many threads with specific questions that are a bit above my level ("beginner to collision detection", for instance) Disappointed I returned to the XNA Game Studio home page. Surely their own website would have some introduction, tutorial, or at least a useful link to a community. EVERYTHING on their website was about coding Windows Phone 7.... Everything. http://tinypic.com/r/10eit8i/7 http://tinypic.com/r/120m9gl/7 Giving up on any official documentation after a while, I went back to Google. I managed to locate www.xnadevelopment.com. The website is built around XNA Game Studio 3.0, but how different can 3.0 be from 4.0?.... Apparently different enough. http://tinypic.com/r/5d8mk9/7 http://tinypic.com/r/25hflli/7 Figuring that this was the correct folder, I right-clicked.... http://tinypic.com/r/24o94yu/7 Hmm... maybe by "Add Content Reference" they mean "Add a reference to an existing file (content)"? Let's try it (after all- it's my only option) http://tinypic.com/r/2417eqt/7 At this point I gave up. I'm back. My original goal in my last question was to create a keyboard-navigable 3D world (no physics necessary, no logic or real game necessary). After my recent failures my goal has been revised. I want to display an image on the screen. Hopefully in time I'll be able to move it with the keyboard.

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  • When would I use "scripts" or "scripting" in a game, as opposed to the core language?

    - by Brian Reindel
    The terms scripts and scripting appear to be used interchangeably on the Game Development Stack Exchange, but other than reading questions about a scripting language choice, I don't understand the relationship between scripts and scripting, and the core language. What does a script typically do, when would it be used, and are scripts in some contexts (as defined by game programmers) different than a scripting language?

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  • What is the best degree Computer Engineering or Software Engineering?

    - by Samourainite
    I'm interested in getting into the gaming industry, but i'm unsure as to whether which degree would help me the most. I also do not have any prior programming knowledge(apart from some basic html). So, do you guys have any opinion on which degree i should pick? please don't mention anything about game development or games programming degrees. You may also compare the 2 degrees with Computer Science degree.

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  • Sprite Animation Toolkits for iPhone

    - by Mike Eggleston
    Does anyone know of any good (and preferably free) Sprite Animation Toolkits/Libraries for iOS development? This library should be able to handle the collision detection and the movement of the sprites. Back in the 90's there was a Pascal library called Sprite Animation Toolkit by Ingemar Ragnemalm that handled a lot of the heft to create animations and the such. I am just wondering if there is anything like that in the iOS world?

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