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Flandry's Avatar
Posts: 1,559 | Thanked: 1,786 times | Joined on Oct 2009 @ Boston
#1
The app i'm packaging works fine in the SDK when i start it from the shell, but executing the same script from the desktop file causes the program to fail with an audio error.

Is there some expected difference in the context between these two cases?
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Flandry's Avatar
Posts: 1,559 | Thanked: 1,786 times | Joined on Oct 2009 @ Boston
#2
Initializing SDL audio subsystem.
SDL audio subsystem initialized.
Opening SDL audio device.
Unable to open audio device: No available audio device
Sound driver initialization failed.
Running without sound works beautifully.

I guess i'll answer my own question in part. MixSDL isn't really supported in Maemo, so when run from the scratchbox console, it uses the underlying soundsystem via SDL, but when run in the SDK, it fails. This is rather confusing. Don't other apps use SDL for audio?
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Unofficial PR1.3/Meego 1.1 FAQ

***
Classic example of arbitrary Nokia decision making. Couldn't just fallback to the no brainer of tagging with lat/lon if network isn't accessible, could you Nokia?
MAME: an arcade in your pocket
Accelemymote: make your accelerometer more joy-ful
 
Posts: 631 | Thanked: 837 times | Joined on May 2007 @ Milton, Ontario, Canada
#3
I've heard that SDL mixer in Maemo should be avoided as there are underlying conflicts/problems with the old ESD setup on Diable/N8x0 devices; not sure what the status is with Fremantle/Maemo5. It may work, don't know for sure... the general consensus I found when researching it though was if you're building a new app don't use SDL mixer... so not sure if that helps at all, but that's what I've heard...
 

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allnameswereout's Avatar
Posts: 3,397 | Thanked: 1,212 times | Joined on Jul 2008 @ Netherlands
#4
You'd need libsdl1.2debian-pulseaudio - Simple DirectMedia Layer (with X11 and PulseAudio options) because PulseAudio is the sound daemon. So don't use OSS/ALSA/ESD/aRTs as output.
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