Re: [patch 2.4.29] i810_audio: offset LVI from CIV to avoid stalled start
From: John W. Linville
Date: Thu Jan 20 2005 - 16:11:03 EST
Please ignore this patch...it was made assuming that a previous patch
had been applied -- that seems not to have been the case...
I will reform and repost...
John
On Thu, Jan 20, 2005 at 03:22:59PM -0500, John W. Linville wrote:
> Offset LVI past CIV when starting DAC/ADC in order to prevent
> stalled start.
>
> Acked-by: Herbert Xu <herbert@xxxxxxxxxxxxxxxxxxx>
> Acked-by: Thomas Voegtle <tv@xxxxxxxx>
> Signed-off-by: John W. Linville <linville@xxxxxxxxxxxxx>
> ---
> This fixes a "no sound" problem with Wolfenstein Enemy Territory and
> (apparently) other games using the Quake3 engine. It probably affects
> some other OSS applications as well.
>
> This recreates some code that had been removed from the i810_audio
> driver around 5/2004.
>
> drivers/sound/i810_audio.c | 10 ++++++++++
> 1 files changed, 10 insertions(+)
>
> --- i810_audio-2.4/drivers/sound/i810_audio.c.orig 2005-01-20 14:41:43.914734688 -0500
> +++ i810_audio-2.4/drivers/sound/i810_audio.c 2005-01-20 14:41:43.916734414 -0500
> @@ -1062,10 +1062,20 @@
> if (count < fragsize)
> return;
>
> + /* if we are currently stopped, then our CIV is actually set to our
> + * *last* sg segment and we are ready to wrap to the next. However,
> + * if we set our LVI to the last sg segment, then it won't wrap to
> + * the next sg segment, it won't even get a start. So, instead, when
> + * we are stopped, we set both the LVI value and also we increment
> + * the CIV value to the next sg segment to be played so that when
> + * we call start, things will operate properly
> + */
> if (!dmabuf->enable && dmabuf->ready) {
> if (!(dmabuf->trigger & trigger))
> return;
>
> + CIV_TO_LVI(state->card, port, 1);
> +
> start(state);
> while (!(inb(port + OFF_CR) & ((1<<4) | (1<<2))))
> ;
> --
> John W. Linville
> linville@xxxxxxxxxxxxx
> -
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--
John W. Linville
linville@xxxxxxxxxxxxx
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