Autumn
Autumn
This only affects NVIDIA proprietary and not AMD or NVK. I don't see anything obvious, so probably some driver bug there?
It's just a small linear image sampled normally.
We don't render to linear, we upload as-linear. > I've also noticed that the cursor always causes composition (never uses the hardware plane), could be related. We never use the...
Hello, I had a quick look, and didn't see anything obviously wrong in our audio code... I don't think its related to it being 32-bit, the issue also happens on...
I don't think `SDL_AUDIODRIVER=pulseaudio` is the full solution either, as even with that, the audio in-game is higher pitched than with SDL2/Windows.
I wanted to get the output of `soundinfo` to see more of what the engine thought, but I also can't type with SDL2-compat... >.
`soundinfo` on SDL3/sdl2-compat: ``` Channels: 2 Bits/Sample: 32 Rate: 48000 ``` `soundinfo` on SDL2: ``` SDL Audio Device Channels: 2 Bits/Sample: 16 Rate: 44100 ```
This happens because we ask for `AUDIO_S16SYS` and we get back AUDIO_F32LSB which is definitely not what we asked for. The Source Engine doesn't actually check that it got what...
Found the culprit! We pass in `SDL_AUDIO_ALLOW_ANY_CHANGE` which obviously we don't want to allow any change. I will update our back catalogue MP games to remove this flag.
Let me know if you need more info about what we query for SDL GL stuff for the GoldSrc games. I wrote that shader code for overbrights, so happy to...