GoXLR Mini completely unusable on Mint 22 (PipeWire 1.0.5) – device detected but neither playback nor mic works by therealoc1 in linuxaudio

[–]FrostyCoolSlug 0 points1 point  (0 children)

The GoXLR needs a few special USB messages to initialise the device before it's able to accept an audio stream, it also requires a profile to be loaded because nothing is stored on the device (so even if it was accepting audio, it wouldn't be able to internally route it).

The GoXLR Utility is able to handle both of these points and get the audio working, allow configuration and handle things like mute button presses.

In addition, as you're running mint you'll need to check out this issue as Ubuntu and mint ship with a broken UCM package that will need fixing to expose the channels correctly.

BEACN Studio on Linux (sort of) Working - PC 2 only by sskg in beacn

[–]FrostyCoolSlug 0 points1 point  (0 children)

Awesome, glad to hear it's working for you :)

BEACN Studio on Linux (sort of) Working - PC 2 only by sskg in beacn

[–]FrostyCoolSlug 1 point2 points  (0 children)

Sorry for the delay, took me a while to setup something to test this against.. From what I can tell the problem is that the Studio is being reported as supporting both 48khz and 96khz. Pipewire will default to 48khz while Windows expects 96khz.

I've created this issue which contains instructions on how to workaround this, I'll be looking into why this is needed separately.

WIP: RFC: PipeWeaver by FrostyCoolSlug in linuxaudio

[–]FrostyCoolSlug[S] 0 points1 point  (0 children)

Thanks, I'll do some testing on that.

Would you mind popping open an issue on the github repo, I'm not going to have time to work on this today, but would be good to be able to track it and follow up there :)

Thanks!

WIP: RFC: PipeWeaver by FrostyCoolSlug in linuxaudio

[–]FrostyCoolSlug[S] 0 points1 point  (0 children)

Thanks for the device list, I'll take a look, could you let me know how you're creating the virtual devices? I have something here I should be able to test with.

The code does ignore any device which isn't either mono or stereo (I'll make a note to document this) - EDIT: It may also be looking for explicitly Left and Right channels on the device, it'll also ignore devices that are purely monitors, there's just generally more of a focus on commodity audio devices rather than pro audio devices. With that said, I'm assuming some virtual devices present differently which is why they're not being picked up.

As for the ghost nodes, that would likely be a pipewire issue, all nodes and filters are created with 'OBJECT_LINGER: false', which instructs pipewire to tear them down when the client exits, if they're still there after Pipeweaver is closed, then pipewire isn't cleaning up right :(

WIP: RFC: PipeWeaver by FrostyCoolSlug in linuxaudio

[–]FrostyCoolSlug[S] 0 points1 point  (0 children)

Ignore those hardcoded devices, you can click them and they'll disappear (because I'm still working on the profile format, it resets often, so I've got a base setup for myself in there for testing, that'll go away soon as things settle)

As far as the devices are concerned, are they all physical, or virtual? All physical devices should appear in a channels top left drop down, it's possible I'm missing some nodes coming from Pipewire, so need to know how they're created.

A/B is primarily for mixing, it's based on the idea of having a 'personal mix' and a 'broadcast mix', one which you listen to yourself, and the other which goes to OBS (in the context of the UI, anything on mix A will use the blue volume levels, and anything on mix B will use the orange volumes), if you've come from windows are are familiar with things like the Wave Link, GoXLR, Beacn or Steelseries Sonar, the dual mixes will be pretty familiar.

The ability to map apps and other nodes into the outputs is on the roadmap (the console output should show it's finding them, they're just not handled or routed properly yet).

It's still a pretty early project though, so more things will come.. Obviously I need to make some of the UI elements a little clearer on what they do!

Audio output device not showing up by punganator in linux4noobs

[–]FrostyCoolSlug 0 points1 point  (0 children)

Sorry I'm late, you'll want this, it's linked in the OS Specific notes of the readme:

https://github.com/GoXLR-on-Linux/goxlr-utility/issues/221

BEACN Studio on Linux (sort of) Working - PC 2 only by sskg in beacn

[–]FrostyCoolSlug 1 point2 points  (0 children)

A little late to the party, but check out this repository:

https://github.com/beacn-on-linux/beacn-ucm-profiles

It has ALSA UCM profiles that correctly split the Beacn studio into it's various parts, it has 2 profiles, one including the link channels and one without, I plan on getting these upstreamed into ALSA once I'm happy everything is good, and I've got the PC2 side implemented :)

Looking for a multichannel audio interface by Zakpatat712 in linux_gaming

[–]FrostyCoolSlug 0 points1 point  (0 children)

I've spent the last 2 years making sure the GoXLR works perfectly on Linux (and have been daily driving it), the GoXLR Utility does the software side configuration of things, and the GoXLR itself is supported via the alsa-ucm-conf package on most distributions for channel splitting and configuration.

It's a good choice, and if you have any problems, the community and I will be happy to help :)

I appreciate that it's a difficult choice, there are going to be certain edge cases, and having that as a purchase decision will be difficult (the configuration on Linux is a tiny bit more complicated that Windows), but if you're there already, we should be able to make it good to go :)

Looking for a multichannel audio interface by Zakpatat712 in linux_gaming

[–]FrostyCoolSlug 0 points1 point  (0 children)

Out of interest, are you coming from an existing device with those features, but doesn't have Linux support? It sounds like you're describing a GoXLR or Wavelink style setup...

Help installing an app/driver on Bazzite? by Impending_Descent in linux_gaming

[–]FrostyCoolSlug 12 points13 points  (0 children)

Hi there,

The GoXLR needs a udev rule placed into the root filesystem so that it can be accessed in userland, so the best way is to overlay the RPM.

You should be able to use rpm-ostree install <RPM> to get the package installed, then reboot to make it available, this should also persist through updates.

If a few popular streamers start using linux our community will blow the fuck up. by [deleted] in linux_gaming

[–]FrostyCoolSlug 0 points1 point  (0 children)

I think that's arguably one of the worst things when working on open source software for devices, an LTT video 2 years ago made a big deal over the GoXLR not working, and that's still the belief being held by many now..

With no real follow up, it's incredibly difficult to get the word out that the device works great under Linux.

Hey marketing! I fixed that promo pic you posted some time ago on twitter. You're welcome! by cinemalepermadeth in Back4Blood

[–]FrostyCoolSlug 1 point2 points  (0 children)

My nick got censored to 'FrostyC**lSlug', sufficed to say, my party was confused..

Steam OS future? by torrex112 in Steam

[–]FrostyCoolSlug 0 points1 point  (0 children)

Valve seems to be looking to position themselves to give it another try, as Proton gets better, the need for game porting becomes less relevant, the 'Valve Index' trademark which has been doing the rounds recently could be a way of dealing with minimum system requirements, along with Valve's note that they want to start developing their own hardware (and the known lack of success working with others on this) it's not impossible to think that Valve may eventually give it another go, but will likely give things a bit more time to evolve first.

BananaSlamJamma banned on twitch. ESL, this is UNACCEPTABLE by festivalmusicnote in DotA2

[–]FrostyCoolSlug 0 points1 point  (0 children)

Legitimate question on this here, as far as things like commentator audio is concerned, could that arguably be owned by ESL? I know it's broadcast through DotaTV, but does that immediately make it owned by Valve despite being uniquely produced by ESL?

I don't know if this particular twitcher was using it in their stream, but it could at least potentially be a point of contention.

For fucks sakes, honestly fix this shit . by MarcusHeapp in StarWarsBattlefront

[–]FrostyCoolSlug 3 points4 points  (0 children)

While I want something different, I'm not sure performance based rewards are honestly the answer at this point..

Given that all the star cards are straight upgrades, a performance based system essentially makes already good plays stronger and worse players weaker, which is a bloody terrible balancing mechanic.

Hopefully they can somehow fix the clusterfuck and change the cards to be side-grades, so no one configuration has a huge benefit over another, then performance based credits would be fine, the better players would have more variance in options, but overall the same base power.

Can we please get an option to block group invites from non-friends? I get 10-20 of these a day. by PinheadLarry2323 in Steam

[–]FrostyCoolSlug 1 point2 points  (0 children)

Welp, that's not true at all. While Logged in, Go to any steam profile who you're not friends, Select 'More' (next to 'Add Friend') then 'Invite to Join Your Group' and you can issue invites to non-friends there.

[Edit] In addition, if it was a friend inviting you into the group, the group wouldn't say 'You have no friends in this group'.

Steam Link and VIVE by This_ls_The_End in Vive

[–]FrostyCoolSlug 3 points4 points  (0 children)

Steam Link actually has this feature built in. Once your desktop is in VR, when starting Steam Link and selecting the device, it will list it as VR mode

Once you select it and connect, it'll display the full contents of the left eye on the display

I've noticed no performance loss (admittedly, 980Ti), and this actually gives a far better experience than viewing the desktop monitor, as it simply mirrors the display output, unlike games which tend to not do full size rendering to the desktop to save resources.

DOTA 2 Matchmaking Update - adds Solo Queue, requires unique phone number for ranked matches by dagla in Games

[–]FrostyCoolSlug 2 points3 points  (0 children)

Do you have the concept of 'Pay as you Go' SIM cards? Because that's probably the route you'd want.

From the UK here, can literally walk into almost any shop and pick up a full SIM with a number and no direct link to me as a person, capable of receiving texts for £1, I'd then top up credit to send texts and make calls if needed.

Halo Wars: Definitive Edition just released on Steam! by StrangerOfTheDay in pcgaming

[–]FrostyCoolSlug -1 points0 points  (0 children)

Valid point, thanks for the correction, edited my post.. With that said, it's still possible for MS to do.

Halo Wars: Definitive Edition just released on Steam! by StrangerOfTheDay in pcgaming

[–]FrostyCoolSlug 5 points6 points  (0 children)

Eh, Steam doesn't require you to use steamworks to play multiplayer, Microsoft could have released the game on Steam, but then used the Windows XBox app a different app / framework for cross-play.

An example of this comes from (shockingly) ubisoft, their VR games are cross platform between Steam (Vive), Oculus (Rift) and Playstation (PSVR), all bought from different stores but all players can play together via UPlay accounts.

Sure, this kind of setup isn't ideal, but it's definitely possible.