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No sound in Quake 3 ... not using Alsa Or Oss ... pls help !
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F|r3bLaDe
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Joined: 07 Dec 2002
Posts: 4

PostPosted: Sat Dec 07, 2002 1:27 pm    Post subject: No sound in Quake 3 ... not using Alsa Or Oss ... pls help ! Reply with quote

Dear all,

I just installed Quake 3 ... but cannot get sound to work. When the map loads, I would get the error msg: "sound/feedbadk/hit.wav has length 0", and Quake 3 quits. (':cry:')

Firstly, I do not have ALSA or OSS driver modules installed ... simply because I had troubles installing them. I have a ISA Soundblaster 16 Vibra S Non-Pnp soundcard. All i did was to compile the sb16 modules from the kernel.

then i did insmod sb16 .. and voila ! Finally got sound. It works in XMMS and all audio applications.

The only way I could start quake was to add "+set s_initsound 0" ... and it worked beautifully. (w/o sound, of course.)

Any help would be greatly appreciated. Thank you for your time.
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pilla
Bodhisattva
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Joined: 07 Aug 2002
Posts: 7729
Location: Underworld

PostPosted: Sat Dec 07, 2002 4:10 pm    Post subject: Re: No sound in Quake 3 ... not using Alsa Or Oss ... pls he Reply with quote

Have you verified the size of hit.wav?

F|r3bLaDe wrote:
Dear all,

I just installed Quake 3 ... but cannot get sound to work. When the map loads, I would get the error msg: "sound/feedbadk/hit.wav has length 0", and Quake 3 quits. (':cry:')

Firstly, I do not have ALSA or OSS driver modules installed ... simply because I had troubles installing them. I have a ISA Soundblaster 16 Vibra S Non-Pnp soundcard. All i did was to compile the sb16 modules from the kernel.

then i did insmod sb16 .. and voila ! Finally got sound. It works in XMMS and all audio applications.

The only way I could start quake was to add "+set s_initsound 0" ... and it worked beautifully. (w/o sound, of course.)

Any help would be greatly appreciated. Thank you for your time.
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F|r3bLaDe
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Joined: 07 Dec 2002
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PostPosted: Sun Dec 08, 2002 4:00 am    Post subject: Reply with quote

How ? I thought most of the files are in the pak0.pk3 file ? Anyway, sound could work in my windows installtion ... but I have since deleted tt away :D
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contigab
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Joined: 18 Dec 2002
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PostPosted: Fri Dec 27, 2002 10:56 pm    Post subject: Reply with quote

When you insmod the module for your soundblaster 16, you actually insert a module that activates OSS layer.
This because OSS is the old audio driver series and it is the default for every stable kernel series. Alsa will be the standard in the upcoming 2.6 kernel series, however Quake 3 relies on OSS to give you sound. Alsa has an OSS emulation layer.

Also, I have Quake3 arena from loki games and i saw that data is stored in few ".pak" files. I believe they are compressed archives. Have you checked that they haven't been corrupted in some way?
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474
l33t
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Joined: 19 Apr 2002
Posts: 714

PostPosted: Fri Dec 27, 2002 11:48 pm    Post subject: Reply with quote

.PAK files are just regular PKZIP compatible files ....

Use app-arch/unzip if you want to test them.
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danman142
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Joined: 29 Nov 2002
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PostPosted: Mon Jan 06, 2003 3:19 am    Post subject: Reply with quote

I suggest emerging the 0.9.0rc6 alsa driver, lib, utils, and oss compatible libraries. I think this will solve many of your problems. I have an sb16 and q3 works perfectly for me. Hope this helps :).
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mverrilli
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Joined: 04 Jul 2002
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Location: Atlanta, GA

PostPosted: Wed Jan 29, 2003 3:45 am    Post subject: Reply with quote

I'm bumping this because I'm having the same problem. I tried the above, tested the pak file and recompiled alsa. no such luck.

Anyone have any ideas?
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MarkWPiper
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Joined: 02 Jun 2002
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PostPosted: Sun Mar 09, 2003 2:06 am    Post subject: I had the problem... and I fixed it. Reply with quote

I had the problem... and I fixed it.

It was the PAK file. Make sure you have the sounds in there. unzip -l /opt/quake3/baseq3/pak0.pak | grep sound, or whatever it is, will show you what's there. If they aren't there, try to find where they were on the CD, and zip them into the pak (I used ark). If they happen to be in MP3 format, they must first be converted to wave, using a program like madplay.
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