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Hi. didn't get to play the game yet as it segfaults.

System is debian sid and has alsa and amdgpu drivers.
There is no pulseaudio, jack or 3rd party repos.

Launching from ~/FullThrottle/game/Throttle --log

Shows the error message:

Error: MENU_AUDIO_INIT_FAIL
Please check
~/.local/share/doublefine/ft/ftlog
Application will now exit.
Dmesg shows:

Throttle[22244]: segfault at 0 ip 0000000000000000 sp 00000000ffe3636c error 14 in Throttle[8048000+a33000]
The log file shows:

Starting new log session.

Game: Unable to initialize FMOD: Error initializing output device. (iMUSEClientFMOD.cpp:879)
Game: If you believe your system has working audio, please use the --list-audio-devices and --audio-device launch parameters to specify the desired audio device. (iMUSEClientFMOD.cpp:886)
Trying to launch with --list-audio-devices segfaults

~/FullThrottle/game/Throttle --list-audio-devices
Listing available audio devices.
[1] 25388 segmentation fault ~/go/fullthrottle/game/Throttle --list-audio-devices
Dmesg of the segfault with --list-audio-devices:

Throttle[25388]: segfault at 0 ip 00000000f73ba23a sp 00000000ffaf78e4 error 6 in libjack.so.0.1.0[f7390000+4c000]
Post edited December 17, 2018 by zeden

Starting new log session.

Game: Unable to initialize FMOD: Error initializing output device. (iMUSEClientFMOD.cpp:879)
Game: If you believe your system has working audio, please use the --list-audio-devices and --audio-device launch parameters to specify the desired audio device. (iMUSEClientFMOD.cpp:886)
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zeden: Trying to launch with --list-audio-devices segfaults

~/FullThrottle/game/Throttle --list-audio-devices
Listing available audio devices.
[1] 25388 segmentation fault ~/go/fullthrottle/game/Throttle --list-audio-devices
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zeden: Dmesg of the segfault with --list-audio-devices:

Throttle[25388]: segfault at 0 ip 00000000f73ba23a sp 00000000ffaf78e4 error 6 in libjack.so.0.1.0[f7390000+4c000]
avatar
zeden:
I just resolve similar (same?) problem and now my game run well on Archlinux x86_64.

You need to install lib32-libpulse lib32-alsa-lib
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zeden: Hi. didn't get to play the game yet as it segfaults.
Did you get this fixed for yourself? I didn't have trouble with --list-audio-devices, so I don't know what the issue is there.

I cured the startup crash for myself by killing all users of sound devices first (something like "sudo fuser -k /dev/snd/*"). I don't really like that answer though. The sound devices it lists and allows are only the pure hardware devices: no config-defined devices with plugins. The hardware devices don't, in general, support multiple simultaneous clients. You need dmix for that (which is automatic if you use the default device).

Does anyone know how to get fmod/Full Throttle to allow me to use pcm.default instead of some hardware device?

This is now the second time fmod pissed me off: the first was Zombie Night Terror, which has a different issue, but still is decidedly unfriendly to ALSA.
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zeden: Hi. didn't get to play the game yet as it segfaults.

System is debian sid and has alsa and amdgpu drivers.
There is no pulseaudio, jack or 3rd party repos.

[...]

Launching from ~/FullThrottle/game/Throttle --log
Dmesg of the segfault with --list-audio-devices:

Throttle[25388]: segfault at 0 ip 00000000f73ba23a sp 00000000ffaf78e4 error 6 in libjack.so.0.1.0[f7390000+4c000]
avatar
zeden:
As weivorp says, this sounds like you're missing 32 bit alsa libs. We didn't ship libjack with the game, but FMOD will look for whatever it can find. That segfault is coming form libjack on your system (and if you don't have JACK configured/running, it makes sense that it'd have problems - sad that it's segfaulting inside libjack though)
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weivorp: Does anyone know how to get fmod/Full Throttle to allow me to use pcm.default instead of some hardware device?
Sorry for the slow response here. When I was working on this/DotT, I dug into possible configurations with Alsa users and was able to come up with something that seemed to work better with FMOD.

From the readme that ships with the game:

Certain Alsa configurations have been known to cause issues with Full Throttle
Remastered. In particular ~/.asoundrc configurations with the following syntax
have been reported to be problematic:

pcm.!default { ... }

Alsa users are recommended to use the --list-audio-devices launch parameter to
foce the game to use an audio device that the game will work with (see details
later in this section).

Alternatively, using the following ~/.asoundrc syntax is known to improve
compatibility with Full Throttle Remastered:

defaults.pcm.!card "<devicename>"
defaults.ctl.!card "<devicename>"
I don't really understand why this bug exists, unless FMOD is trying to read and parse .asoundrc itself rather than querying whatever audio server is running. Anyway, I hope that helps/sheds some light.
Post edited September 17, 2019 by cheeseness
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cheeseness: Sorry for the slow response here.
This does not answer my question or solve the problem, but simply words it in a different way. fmod only supports hardware devices with no plugins, which makes it incompatible with the way I use alsa. As I mentioned in my post, has other misfeatures as well (it insists on 48k, bypassing the rate converter plugin, which makes ZNT mute). fmod hates alsa, so I hate fmod.

Also, it was weird that you quoted me, but the quote does not appear in the text I quoted from you, and appears to be weivorp. In any case, I took longer than usual to reply because I have decided to stop visiting gog (in fact, I only visited now to disable email notifications finally), so don't bother replying to me again.
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darktjm: This does not answer my question or solve the problem, but simply words it in a different way.
Responding just to clarify in case anybody else with similar needs comes along - my answer was meant to be more of a "As far as I'm aware, what you're asking can't be done, but here's a different way of doing things that works for other people and might contain some useful information," type thing than ignoring the initial question. Apologies if it reads differently.

It'd be nice if FMOD didn't have these problems or if the game used something other than FMOD (it was in place long before I became involved with the project), but it is what it is.