Ryan C. Gordon
Ryan C. Gordon
This should be resolved in the SDL3_mixer rewrite.
Okay, so what's happening here is that this is the first build of DOTA2 (as far as I know) that favors Pipewire over PulseAudio. We did this because Pipewire's PulseAudio...
For those having problems _with PipeWire_ (the default in the latest DOTA2 build): can you tell me what audio hardware and distro you're using (and what version of the distro)?...
Your system doesn't have PipeWire at all? If so, that changes the hypothesis completely, then.
I still haven't been able to reproduce this. Can someone having this issue check if the system thinks the game is playing anything at all? This might look different on...
Okay, people having NO SOUND AT ALL without forcing pulseaudio: Here's a build of SDL3 that has a potential fix, plus a bunch of logging added to it. The hope...
For those that are curious, this is the fix: https://github.com/libsdl-org/SDL/commit/aeb223fc23c057af5d6bce12719b0f872b8ae8bf I'll wait to get more feedback here, then I'll recommend Valve pull this into DOTA2.
This sounds like a different issue, if sound works for awhile, fwiw.
I'll verify this, but I think this got fixed by the audio subsystem rewrite.
(Info dump incoming. You can skip this, this is for my own record here.) Okay, so this drops to a lower quality when the microphone is in use at the...