Recettear Forum

This is a community forum and not official technical support. — If you need official support: Contact Us

The following comments are owned by whoever posted them. We are not responsible for them in any way.

Back to Threads Reply to Thread

Sound not working

The game at least launches otherwise and appears to run. But, as seems to be the pattern for me lately, no sound.

I've been tying with the Wine settings between NFL games with no luck. I tried blocking the steam overlay DLL as well for lack of better ideas :) (I saw that that's been fixed too, but as mentioned, lack of other ideas).

Launching Steam and then running Recettear through cxrun with debugging options for +thread and +dsound and +seh produced 2 patterns in the output:

The beginning of the output:

trace:seh:raise_exception code=c0000005 flags=0 addr=0x7ebe9552 ip=7ebe9552 tid=0041
trace:seh:raise_exception  info[0]=00000001
trace:seh:raise_exception  info[1]=00350000
trace:seh:raise_exception  eax=80808081 ebx=7ec89720 ecx=00000000 edx=00000067 esi=0000032c edi=00350000
trace:seh:raise_exception  ebp=0033ed68 esp=0033ed00 cs=0023 ds=002b es=002b fs=0063 gs=006b flags=00010212
trace:seh:call_vectored_handlers calling handler at 0x7e961f80 code=c0000005 flags=0
trace:seh:call_vectored_handlers handler at 0x7e961f80 returned ffffffff
trace:seh:raise_exception code=c0000005 flags=0 addr=0x7ebe9552 ip=7ebe9552 tid=0041
trace:seh:raise_exception  info[0]=00000001
trace:seh:raise_exception  info[1]=00360000

The end of the output. The last two put out extra lines, probably because the program was closing.

trace:seh:raise_exception  info[0]=00000001
trace:seh:raise_exception  info[1]=00380000
trace:seh:raise_exception  eax=80808081 ebx=7ef1a720 ecx=00000000 edx=00000067 esi=00000484 edi=00380000
trace:seh:raise_exception  ebp=0033f8b8 esp=0033f850 cs=0023 ds=002b es=002b fs=0063 gs=006b flags=00010212
trace:seh:call_vectored_handlers calling handler at 0x7e662f80 code=c0000005 flags=0
trace:seh:call_vectored_handlers handler at 0x7e662f80 returned ffffffff
trace:seh:raise_exception code=c0000005 flags=0 addr=0x7ee7a552 ip=7ee7a552 tid=0043
trace:seh:raise_exception  info[0]=00000001
trace:seh:raise_exception  info[1]=00340000
trace:seh:raise_exception  eax=80808081 ebx=7ef1a720 ecx=00000000 edx=00000000 esi=00000520 edi=00340000
trace:seh:raise_exception  ebp=0033f8b8 esp=0033f850 cs=0023 ds=002b es=002b fs=0063 gs=006b flags=00010256
trace:seh:call_vectored_handlers calling handler at 0x7e662f80 code=c0000005 flags=0
trace:seh:call_vectored_handlers handler at 0x7e662f80 returned ffffffff
trace:seh:raise_exception code=c0000005 flags=0 addr=0x7ee7a552 ip=7ee7a552 tid=0043
trace:seh:raise_exception  info[0]=00000001
trace:seh:raise_exception  info[1]=00340000
trace:seh:raise_exception  eax=80808081 ebx=7ef1a720 ecx=00000000 edx=00000000 esi=00000608 edi=00340000
trace:seh:raise_exception  ebp=0033f458 esp=0033f3f0 cs=0023 ds=002b es=002b fs=0063 gs=006b flags=00010256
trace:seh:call_vectored_handlers calling handler at 0x7e662f80 code=c0000005 flags=0
trace:seh:call_vectored_handlers handler at 0x7e662f80 returned ffffffff
trace:seh:raise_exception code=406d1388 flags=0 addr=0x7b836e3b ip=7b836e3b tid=003a
trace:seh:raise_exception  info[0]=00001000
trace:seh:raise_exception  info[1]=0064ad30
trace:seh:raise_exception  info[2]=0000003a
trace:seh:raise_exception  info[3]=00000000
trace:seh:raise_exception  eax=7b826491 ebx=7b8825c0 ecx=00000000 edx=00ace994 esi=00ace994 edi=7ffd41bc
trace:seh:raise_exception  ebp=00ace96c esp=00ace908 cs=0023 ds=002b es=002b fs=0063 gs=006b flags=00000246
trace:seh:call_vectored_handlers calling handler at 0x7e662f80 code=406d1388 flags=0
trace:seh:call_vectored_handlers handler at 0x7e662f80 returned 0
trace:seh:call_stack_handlers calling handler at 0x488030 code=406d1388 flags=0
trace:seh:call_stack_handlers handler at 0x488030 returned 0
trace:seh:raise_exception code=406d1388 flags=0 addr=0x7b836e3b ip=7b836e3b tid=003a
trace:seh:raise_exception  info[0]=00001000
trace:seh:raise_exception  info[1]=004f1590
trace:seh:raise_exception  info[2]=0000003a
trace:seh:raise_exception  info[3]=00000000
trace:seh:raise_exception  eax=7b826491 ebx=7b8825c0 ecx=00000000 edx=00ace994 esi=00ace994 edi=0064b2f8
trace:seh:raise_exception  ebp=00ace96c esp=00ace908 cs=0023 ds=002b es=002b fs=0063 gs=006b flags=00000246
trace:seh:call_vectored_handlers calling handler at 0x7e662f80 code=406d1388 flags=0
trace:seh:call_vectored_handlers handler at 0x7e662f80 returned 0
trace:seh:call_stack_handlers calling handler at 0x488030 code=406d1388 flags=0
trace:seh:call_stack_handlers handler at 0x488030 returned 0

Tried with Alsa and hardware emulation, Full accelleration, and OSS. Does anyone have working sound?

Hi again,

For the record, unless you actually spot the error (for sure), editing debuglogs
and uploading then to the forums is of limited use typically. As the entire log is
not available, 'snippets' like those above do not tell anyone much information - in
fact it probably just obfuscates things and doesn't help much at all 8)

As it is, I'm tracking a possible (not yet proven) sound problem which -may- be
related to Steam somehow...I'm not sure yet...but I would be interested in seeing the
full debuglog of this issue for comparison. To create that debuglog, use the 'Run
command' as described before and choose the Steam.exe file in the bottle to attach
the debug to. Check the +seh & +thread tick boxes, and in the 'Other' stringbox
put +ntdll,+dsound -- give the logfile a meaningful name (Recettear-steam-nosound
or similar) and launch Steam, then launch Recettear from the Steam GUI. Let the game
startup and load to the point where it -should- have sound (usually sound is initialized
by the time you get to the game's main menu), and then quit the game and Steam itself.
Gzip the resultant deboglog and upload it to the same place (same login) as I had you
use previously so I can grab it and have a look...

Cheers!

Done & done.

There's 3 files up there unfortunately. The first one I didn't read your instructions and hastily loaded my original full debug log for recettear itself and not steam. "notepad-recettear.txt.gz". That contains teh text above

The second two are what you wanted - cxrun launching steam launching the game. The screen didn't refresh after the first upload, so I clicked upload twice...so it's there twice. "notepad-steam-recettear.txt.gz" and "notepad-steam-recettear.txt1.gz". I let steam sit idle until all of the friends list popups finished before launching the game.

Groovy....I can see the dsound channel chatter in that log...and don't worry about
putting up more files than you otherwise may have ; if gzipped they don't take up
much diskspace and I'd rather have a surplus of data than too little... 8) Indeed,
if you're up for it, another debuglog (same debug channels) of the actual game.exe
output might be interesting to look at as well (but sometimes this doesn't work).
Launch Steam first as per normal, and then use the 'Run command' (with debug) and
navigate to and launch the actual game.exe itself -- sometimes this turns up other
traces....

Cheers & Thank You!

It's up now as "notepad-recettear-with-ntdll.txt.gz". I should note again that the original "notepad-recettear.txt.gz" in the uploads section is this run but without the +ntdll option. The look similar to me, but I think I saw one or two lines breaking the pattern.

On another note (which might be better spun off as another thread), the game had a few weird errors windows with weird text (I probably don't have a character set or some such) when I entered the first dungeon in the game, and eventually crashed when trying to reach the third floor of said dungeon. I think there are threads on this one out on the internet from the demo version of this game.

Thanks again....those 2 didn't catch what I wanted, but as said, sometimes
that approach doesn't work for all sorts of reasons...the previous logs are
interesting though.

Wrt the graphics errors - definitely another thread (doesn't fit this one's
subject line) - we can chase that there...

I just had a quick look around wrt the sound problem...I found this;

http://forum.winehq.org/viewtopic.php?p=49341&sid=a376f56f973e1448adc3ed6bbd590368

The solution presented at the bottom of that thread actually collates with
a lot of what I'm seeing in debug, and for sure another app I have without
sound originally, did actually produce sound by using a native dsound.dll

  • library override (but it hit the graphics display pretty hard). Wrt that
    thread, I know for sure it's not just .wma files affected -- I've got the
    same issue with games trying to replay 'nothing special' .wav files...

It would be interesting to see if that resolve worked in Crossover as well ;
seeing as you've got the Steam version though, you might want to try that
in an isolated manner so it doesn't effect any other apps you have installed
in the Steam bottle -- if you need any help with that, just let me know....

Cheers!

Some combination of things in that thread got sound working. Now to go back and figure out exactly what did it...

Editting after duplicating the feat.

  • Used winetricks to install directmusic using "winetricks directmusic"
  • Used winetricks to install directx9
  • Went through cxsetup, selecting the bottle for this test, chose the recettear.exe executable, went to the libraries tab, and set dsound.dll to just the "native" option (as opposed to the direct then builtin default option).

Great...thanks for the detail. If when C4P can do steamapps and this app still
needs that kind of work-around (or any other for that matter), we can do all
this as a C4P profile --- hard to predict though ; what's currently not working
in winecore in and around dsound & friends, might start working someday and
then we wouldn't need such juggling to get it to work...only time will time 8)

Thanks for the debug logs and helping to find a solution, good stuff <g>

Cheers!

Don't thank me yet, you know how it goes. You solve one problem, you get to the next.

I just installed Recettear and I have the same problem with no sound. I'm using CrossOver Games for Mac. How can I apply the fix as documented in this thread? I could install winetricks from source, but I'm inclined to believe that won't have any effect on CrossOver Games.app

Edit: I installed the Microsoft DirectX Runtime (both Legacy and Modern) via the application install wizard in CrossOver Games, then set the dsound.dll library for recettear to "native", but that just causes the game to crash during the intro when the first speech bubble is supposed to appear. I'm guessing this is when it first tries to play sound.

Hi,

You will need a native dsound.dll to do this -- have a look on the
'net, and you should be able to find it, and copy it into your current
[bottle-name]/drive_c/windows/system32/ directory and it should work
in combination with the library override. FTR, winetricks -does- work
in Crossover (in linux at least, should be similar for Mac) -- all you
have to do is set the $WINEPREFIX env_var to point the location of the
bottle you want it to apply to ..ie;

WINEPREFIX=/full/path/to/bottledir ./winetricks {target} [target]

Cheers!

Thanks for the response. However, before I saw your response, I just ran across a blog post that gave me instructions on what to do. Looks like the important part was adding library overrides for: dmband dmcompos dmime dmloader dmscript dmstyle dmsynth dmusic dmusic32 dswave streamci dsound.

Actually....I think that's overkill (it's basically just a recount of what 'winetricks directsound'
is going to do) -- be equally aware that link doesn't refer to the Steam version, which may we be
different from other vendor's release (for various reasons)...good luck!

Cheers!

I did notice that it wasn't referring to the Steam version, and it also wanted me to use my own bottle, but I just added those library overrides for the recettear.exe executable and sound worked just fine. I was able to play for a nice long session without any problems whatsoever.

Groovy....thanks for the feedback...is that the Steam version you have there?
I'll possibly buy a non-Steam release of the same title some time just to
cover a couple of different bases...

Cheers!

Yep, it's the Steam version I used this with. As in my previous comments, I did install the Microsoft DirectX Support (Legacy/Modern), and I suspect at least one of those is required to get the DLLs, but now that I have it working, I'm not willing to uninstall those just to test and potentially break my game ;)

Outstanding :)

Could you post in the other thread if you're able to play for a long time in dungeons without random crashes? As much as I hate being the cause of problems, I would believe it if all my issues boiled down to user error.

Running "winetricks directmusic", getting a native dsound.dll and then setting it as a dll override fixed this issue for me... of course, winetricks directmusic just grabs adds the dlls mentioned earlier on this thread (as well as quartz and devenum) and adds them as overrides, so it's more or less the same thing.

Probably simpler than patching winetricks or grabbing all of the dlls by hand though.

Edit: Wrote a foolproof tip to fix the issue. I'm not sure if all of the dlls I mentioned are needed though... so in case anyone knows more about this, any information is more than welcome =D.

Hi again,

Well...Steam had it on sale didn't they, so I grabbed it...neither the penguin
nor the Mac have sound...it'll be easy to guess why. I don't actually agree with
using winetricks for some things....but then, mostly to do with Steam bottles. I
always hope..{ahem}..that replacing some core dll supports doesn't interfere with
any other streamapp - the other side of the coin is, why have apps using the native
version of a dll file, when our builtin version works fine..?...

...afaict in debug trace, when the app goes looking to hookin dll files, one of
the first places it searches is $programdir ... normally speaking, if a win32
app needs a native dll, you can put it in $programdir and specify the library
override as per normal -- this leaves our 'fake' dll files in place (system32/)
and you strangle it down to an app entry in winecfg to make sure only this .exe
takes notice of the native versions it has handy in localpath...

....makes me wonder about the concept of 'workaround' c4p files, that have more
to do with getting things running than they do with the actual installation of
the software itself...forms of virtual c4p files....I'll see what gives..ie;
what part(s) of the fix are actually needed...

Cheers!

...oh, this is a horrid section of code it is. A lot of it links back to
http://bugs.winehq.org/show_bug.cgi?id=10791 in as much as MIDI replay
goes...which really sucks in a way, because reality is I have a soundcard
with hardware synth so all I technically need to do is just load a GM
patch into soundbank0 and the win32 program should just talk to the host's
/dev/sequencer port and it should all just happen....

...that won't happen because most folks have to use softsynths instead,
and so this directmusic blabla has to work...it's just such a senseless
waste of life when you have hardware synths handy...(it'd be nice if we
could pipe the win32 midi data via jackd to where-ever we wanted)..sigh...

So I'm still trying to get the sound working 'cleanly'...at first, I thought
I had no mouse/keyboard input, but it turns out the Steam version saw my
xpad connected and decided to use it instead....bronze until some sound
is heard...

I'm currently having no luck getting Recettear to run with (and without) sound... If I use winetricks to obtain a native dsound.dll and then set the override, Steam won't run Recettear at all.

When I do a clean install I can play Recettear, but with no sound.

Somewhat frustrating...

Hi,

This is on my list of things to look at ; applying any
of the fixes here is a bit diabolical (especially if you've
got more than one steamapp in your Steam bottle)...I'll get
back here eventually...(sometime this weekend)...

Cheers!

....winetricks sucks as much on crossover, as crossties suck when trying to use them in wine....oh!, that's right!..crossties won't work on wine :: we shouldn't use winetricks on crossover for the same reasons...leave winetricks in wine's arena ; we use crossties here....

...I've got sound effects, voice snippets and such going, the difficult one is going to be music, I'll have another crack at that soon...did I use winetricks?...no...did I use anything not already there in crossover?...no...{sigh}...people who use winetricks shouldn't use crossover imho ; it's a conflict of interests and technically incorrect to do so...more later...(had to rant a bit once I discovered how much BS there is about here 8)...

edit: actually, music wasn't hard in the end when I looked at the debug closely -- all working now. I have to check it works on the iMac, change an existing crosstie or two...I may actually create a directmusic dot_tie for this ...which would be easier and perhaps service other apps ; I'll explain it all later when I've finished double-checking stuff...I'll have a dot_tie done for this sometime in the next few days...

You're a beast. A well-meaning, super-cool beast.

nothingxs wrote:

You're a beast. A well-meaning, super-cool beast.

Not sure if I've ever been called a beast before ..<grin>.. I'll wear it as a compliment =)

...I've done a couple of more hours on this, somewhat coincidentally on another app entirely that uses DirectPizza....err...no, that's wrong...DirectShow!...that was it. So, we have all these Directs...ie; DirectPlay, DirectMusic, DirectShow...and of course, DirectX. Pretty much all (but perhaps not quite all, still checking) of the libraries needed (dll files) are in DirectX -- thing is, they aren't/don't get installed as part of any routine...ie; if one installs directx9modern (or else app_id-4099 which is a little different)...(or else app_id=7558 which is different again)...you'll get DirectX but you won't get any of the others. DirectPlay, DirectMusic, DirectShow and co can all be created as an adjunct to installing app_id=4099 ... you just have to know what you are doing....

....now, I've got 2 issues....first is, the CrossTie system isn't really tweaked to handle steamapps yet (it's coming some day ;) The second issue, realistically speaking, is that one can create a dot_tie profile, for pretty much any app needing these things, and installing app_id=4099 is going to give you the functionality you need here...ie; ostensibly one doesn't need separate C4 entries for these Direct * targets -- you can arrive at these targets as part of the app's crosstie profile...

....this infers, I'll have to justify the case for having separate C4/Crossties for these things, as the result can be arrived at via existing means. A corollary of this, for in the case of a steamapp, is that you DONOT* want to run any such DirectSomething crosstie on a Steam bottle for a specific steamapp, because the functionality required must be assigned to the app* that needs it, not the whole bottle itself...and once you get near needing DirectShow in the Steam bottle, it gets decidedly prickly as you have to register some native dlls (to obtain the proper GUID) and I'm unsure what will transpire beyond that point yet...ie; we have our own builtin amstream.dll but one has to use a native amstream.dll AND lodge it into registry to get DirectShow functionality, and I'm not sure what happens beyond that point...that is, another steamapp might be fine with the builtin amstream.dll but the GUID in registry will be referring to the native amstream.dll - that might cause problems....I'll have to hunt through my steamapps and find one (if I can) that's loading the builtin amstream.dll to check nothing collides horribly...

....last but by no means least, we also have the following C4 page entry for the Recettear Demo;

http://www.codeweavers.com/compatibility/browse/name/?app_id=7778

I've been using the crosstie editor on that C4 page as my scratchpad/testing ground for this shizzle.
Note that it isn't quite completed yet and I think it can be a bit better in places, but, it works more or less...if you want to look at the crosstie, feel free to advocate the demo and you can download it from the crosstie editor - it'll give you and idea of the construct. Oh!..to get music working, I've been kludging around things presently with the windows media player 9 full installer, which gets a couple of dll files into the picture -- you should be able to find it on the net, the filename is MPSetup.exe and filesize is 13624K -- you only need the first half (6.4) then the installer will ask you to do it again to install the wmp9 version - don't do this, the 6.4 part has what we need...just exit after 6.4 goes in and don't rerun the installer...

Once I've finished mucking about with it, I'll publish that crosstie so others can at least test it on their OS/platform/hardware setup - I imagine it'll work for anyone ; I'm looking to replace imagination with test case results, uh-huh? If folks here wouldn't mind doing that when it's ready, it'll be a help. Once I'm reasonably 'happy' it's working, I'll probably get the above demo version merged into this C4 page, and the crosstie here should be able to install the demo and other full versions as well (from more than one distributor)...m'kay...

Cheers!

Installing and testing (ie. being a guinea pig) is nothing I'm not already doing (I test a ton of programs in Wine now just to see if they'll work). I'll give Recettear a shot when you have your new CrossTie ready.

That said, I'm tempted to just buy the game again, this time from Direct2Drive or something...

Consider me signed up. 😊

Hmmm ...

I tried the tie with the demo. It is certainly playable. And it looks like all sound effects are there. But there's still no background music. I tried installing MPSetup.exe, but the results were the same.

I was hoping RPG Maker games would take advantage of this tie, but it's not the case.


Late Edit: At least one RPG Maker 2000 (RM2K) game seems to work with just DX9 Legacy, so I'm grateful for this thread 😀

Alejandro Moreno wrote:

Hmmm ...

I tried the tie with the demo. It is certainly playable. And it
looks like all sound effects are there. But there's still no
background music. I tried installing MPSetup.exe, but the results
were the same.

I was hoping RPG Maker games would take advantage of this tie, but
it's not the case.

Hi Alex -

I've been working on getting the sound going in the demo ; different C4
page ; see app_id=7779 (which I'm using as a scratch-pad) -- I did have all
sounds working in 7779 (including music), but like I say, the replay was anything
less than acceptable -- I might get back to 7779 the w/e (note 7779.tie is
only 92.73% there 8)

Cheers!

What's the story for people who install it from Steam, then? Still no luck, or...?

I think the Demo I installed was from Steam. The sound effects and voices worked fine, but still no BGM.

1 to 31 of 31

CrossOver Forums: the place to discuss running Windows applications on Mac and Linux

CodeWeavers or its third-party tools process personal data (e.g. browsing data or IP addresses) and use cookies or other identifiers, which are necessary for its functioning and required to achieve the purposes illustrated in our Privacy Policy. You accept the use of cookies or other identifiers by clicking the Acknowledge button.
Please Wait...
eyJjb3VudHJ5IjoiVVMiLCJsYW5nIjoiZW4iLCJjYXJ0IjowLCJ0enMiOi02LCJjZG4iOiJodHRwczpcL1wvbWVkaWEuY29kZXdlYXZlcnMuY29tXC9wdWJcL2Nyb3Nzb3Zlclwvd2Vic2l0ZSIsImNkbnRzIjoxNzMxNDM1MjAzLCJjc3JmX3Rva2VuIjoic1RNcXVuUEtmNW1XbkVLdyIsImdkcHIiOjB9