Shooting more troubles for Resonite

This commit is contained in:
Krzeszny
2025-10-23 23:29:27 +00:00
committed by hypevhs
parent b0f9a7af09
commit 30b77184a3

View File

@@ -29,7 +29,7 @@ As of the splittening release, Resonite only supports copy/pasting text, and doe
This mod provides full clipboard functionality, but only works on Wayland: https://github.com/GrandtheUK/ResoniteLinuxClipboard
## Audio Issues
## Audio issues
Resonite uses SDL for audio on Linux, but the current implementation can be a bit flaky.
@@ -39,11 +39,43 @@ It is recommended that you use PipeWire as your system's audio service, includin
The game will default to the PipeWire API if it can, falling back to the PulseAudio API.
### Glitchy audio
### Crackling microphone audio
The most straightforward way to fix a glitchy microphone is to use SDL's ALSA driver with `SDL_AUDIO_DRIVER=alsa %command%` as the launch argument on Steam.
There is an issue WiVRn users have in Resonite, resulting in their microphone audio becoming crackly / glitchy to others. In order to solve this issue, it's necessary to set Resonite to use the ALSA SDL audio backend, and make sure PipeWire sample rates are configured properly.
If that doesn't work, you can try forcing the other drivers by specifying `pipewire` or `pulseaudio` instead of `alsa` in the above launch arguments.
The steps are as follows:
1. Force Resonite to use ALSA SDL backend for audio:
Add the following to Resonite's Launch Options in Steam:
```
SDL_AUDIO_DRIVER=alsa %command%
```
**NOTE:** If you have already set launch arguments for Resonite, simply add `SDL_AUDIO_DRIVER=alsa` next to other env vars in your launch arguments.
2. Configure PipeWire sampling rates:
For most if not all users, **using ALSA _WILL_ bork your audio** until you've manually configured PipeWire to use a default sample rate of 48kHz. If this happens:
2.1. Locate the directory or create it if it doesn't exist: `~/.config/pipewire/pipewire.conf.d/`.
**NOTE:** If you have set `$XDG_CONFIG_HOME` to something other than `~/.config` then please adjust the paths according.
2.2 Create a configuration file (`01-sample-rates.conf` for this example) in that folder. The full path should be `~/.config/pipewire/pipewire.conf.d/01-sample-rates.conf`.
2.3 Paste the following content into the file to define supported sample rates, and save it:
```
context.properties = {
default.clock.allowed-rates = [ 44100 48000 88200 96000 ]
default.clock.rate = 48000
}
```
If that doesn't work, you can try forcing the other drivers by specifying `pulseaudio` (or `pipewire`) instead of `alsa` in the above launch argument.
If you want to use the PulseAudio driver, you may need `SDL_AUDIO_DRIVER=pulseaudio PULSE_LATENCY_MSEC=15 PULSE_BUFFER_MSEC=250 PULSE_FRAGMENT_SIZE_MSEC=25 %command%` as the launch arguments.
@@ -51,7 +83,7 @@ If you want to use the PulseAudio driver, you may need `SDL_AUDIO_DRIVER=pulseau
To be able to chose a virtual sink, you have two options:
1. Use `SDL_AUDIO_INCLUDE_MONITORS=1`, but this works with the PulseAudio driver *only* (add it next to your other env var in launch arguments).
1. Use `SDL_AUDIO_INCLUDE_MONITORS=1`, but this works with the PulseAudio driver *only* (add it next to your other env vars in launch arguments).
2. Select any other source in Resonite, and manually connect the wanted input or output to Resonite's sink using a PipeWire graph GUI (e.g. Coppwr, Qwpgraph, Helvum)
Do note that for the Audio Stream feature of Resonite, you'll need to select a different source that the one you are using as your microphone, or else SDL will **not** create a sink dedicated for it. If you only have one input, use the Steam voice option.
@@ -60,6 +92,12 @@ Do note that for the Audio Stream feature of Resonite, you'll need to select a d
The PipeWire driver is not supported by Steam Flatpak OOtB, see [this issue](https://github.com/Yellow-Dog-Man/Resonite-Issues/issues/5261#issuecomment-3228033460) if you need to use the PipeWire driver on Resonite in Steam Flatpak.
### No WiVRn mic audio
If you're using WiVRn, close and reopen it. This mostly happens after Resonite has crashed.
**NOTE:** Closing WiVRn will cause xrizer to crash Resonite if it's open.
## FlipVR controller support with Monado
Currently there is an experimental Monado branch that works with Shiftall FlipVR controllers. Instructions can be found [here](/docs/fossvr/monado/flipvr/). At the time of writing, this branch is the only way to use FlipVR controllers with Resonite, as they are not supported even through SteamVR on Windows.
@@ -111,10 +149,38 @@ Navigate to compatdata in the folder above Resonite's folder (by default `.local
It may be enough to just verify file integrity in some cases.
This can also happen because of **incorrect Steam launch options**.
### Crash on loading into a world with video players
On GE-Proton9-10 (for example), loading into a world with e.g. a YouTube video or live stream can crash the game. Try using the latest GE-Proton-RTSP release.
### Hanging on Launch
Symptoms:
- Steam reports Resonite is running but Resonite does not launch.
Possible causes:
- Not having a default audio device selected.
**Solution:** Select an/another audio device in your volume panel and see if it works. This is likely an SDL issue.
- Improperly configured mod loaders and plugins.
**Solution:** Try starting without Steam launch options and then re-add the env vars one by one. This is commonly caused by misconfigured MonkeyLoader.
### Crash after loading
Although this is rare, some proton updates can start crashing Resonite repetitively.
Symptoms:
- Crashes approximately 1 minute after successfully loading Resonite.
- Everything freezes in both desktop mode and VR, but you can still hear sounds, including the voices of other users.
If this happens, just switch Proton to another version such as Proton-GE or Proton-GE-rtsp.
## Controls busted after switching to desktop
Resonite allows a VR player to take a break and switch to desktop mode by pressing the F8 key.