Facebook Twitter YouTube Frictional Games | Forum | Privacy Policy | Dev Blog | Dev Wiki | Support | Gametee


Thread Rating:
  • 0 Vote(s) - 0 Average
  • 1
  • 2
  • 3
  • 4
  • 5
Fatal error: fmod could not be inizialized
Caterpillar Offline
Member

Posts: 116
Threads: 27
Joined: May 2010
Reputation: 0
#1
Solved: 1 Year, 5 Months, 4 Weeks ago Fatal error: fmod could not be inizialized

I installed Soma on Fedora 23 and when I try to start it, I obtain error message
Quote:FATAL ERROR: fmod could not be inizialized
I attach hpl.log
Loading data from cloud storage
--------------------------------------------------------
Files on steam cloud:
No could files found!
Time: 0
--------------------------------------------------------

Version 1.10
-------- THE HPL ENGINE LOG ------------
Creating Engine Modules
--------------------------------------------------------
Creating job manager with 3 threads and 1024 jobs
Creating graphics module
Creating system module
Creating resource module
Creating input module
Creating sound module
Creating physics module
Creating ai module
Creating gui module
Creating generate module
Creating haptic module
Creating scene module
Creating script module
Creating lipsync module
--------------------------------------------------------

Initializing Resources Module
--------------------------------------------------------
Creating loader handlers
Creating resource managers
Adding loaders to handlers
--------------------------------------------------------

Initializing Graphics Module
--------------------------------------------------------
Init lowlevel graphics: -1x-1 bpp:32 rr: 60 fs:0 ms:0 driver: 0 cap:'SOMA Loading...' pos:(-1x-1)
Available drivers:
  (0) - 'x11'
  (1) - 'dummy'
Creating window: (-1,-1) 1680 x 1050 - 32 bpp flags: 4099
Setting display mode: 1680 x 1050 - 32 bpp 60 hz
Init Glew...OK
Setting up OpenGL
  Vendor: NVIDIA Corporation
  Renderer: GeForce GTX 260/PCIe/SSE2
  Version: 3.2.0 NVIDIA 340.96
  Max texture image units: 32
  Max texture coord units: 96
  Max texture buffer size: 134217728
  Max texture array slices: 512
  Max user clip planes: 8
  Two sided stencil: 1
  Vertex Buffer Object: 1
  Anisotropic filtering: 1
  Max Anisotropic degree: 16
  Multisampling: 1
  Texture compression: 1
  Texture compression S3TC: 1
  Texture compression 3DC: 1
  Texture sRGB: 1
  Geometry Instancing: 1
  Auto generate MipMaps: 1
  Render to texture: 1
  Max draw buffers: 8
  Max color render targets: 8
  Packed depth-stencil: 1
  Texture float: 1
  GLSL Version: 1.50 NVIDIA via Cg compiler
  ShaderModel 2: 1
  ShaderModel 3: 1
  ShaderModel 4: 1
  Max vertex uniforms: 2048
  Max fragment uniforms: 2048
  OGL ATIFragmentShader: 0
  Tesselation: 0
  MultiBindTex: 1
Initializing DevIL
  Vendor String: Abysmal Software
  Version String: Developer's Image Library (DevIL) 1.7.8
  Version Number: 178
WARNING: Sampler aSpecularMap doesn't exist or is unused, could not bind it to unit 2
WARNING: Sampler aSpecularMap doesn't exist or is unused, could not bind it to unit 2
WARNING: Sampler aSpecularMap doesn't exist or is unused, could not bind it to unit 2
WARNING: Sampler aSpecularMap doesn't exist or is unused, could not bind it to unit 2
WARNING: Sampler aSpecularMap doesn't exist or is unused, could not bind it to unit 2
WARNING: Sampler aSpecularMap doesn't exist or is unused, could not bind it to unit 2
WARNING: Sampler aSpecularMap doesn't exist or is unused, could not bind it to unit 2
WARNING: Sampler aAlphaMap doesn't exist or is unused, could not bind it to unit 1
Adding engine materials
Adding engine post effects
WARNING: Sampler colorMap doesn't exist or is unused, could not bind it to unit 2
WARNING: Sampler offsetMap doesn't exist or is unused, could not bind it to unit 3
--------------------------------------------------------

Initializing Sound Module
--------------------------------------------------------
Initializing FMOD.
Available sound Drivers:
= PULSEAUDIO =
= ALSA =
0 - "default"
1 - "null"
2 - "pulse"
3 - "sysdefault:CARD=ST"
4 - "front:CARD=ST,DEV=0"
5 - "surround21:CARD=ST,DEV=0"
6 - "surround40:CARD=ST,DEV=0"
7 - "surround41:CARD=ST,DEV=0"
8 - "surround50:CARD=ST,DEV=0"
9 - "surround51:CARD=ST,DEV=0"
10 - "surround71:CARD=ST,DEV=0"
11 - "iec958:CARD=ST,DEV=0"
12 - "cards"
13 - "rear"
14 - "center_lfe"
15 - "side"
16 - "spdif"
17 - "hdmi"
18 - "dmix"
19 - "dsnoop"
20 - "modem"
21 - "phoneline"
22 - "hw"
23 - "plughw"
24 - "plug"
25 - "shm"
26 - "tee"
27 - "file"
= ESD =
0 - "Linux EsounD Driver"
Picking Output[0] Driver[0] and SpeakerMode[2]
FATAL ERROR: Fmod could not be initialized!!
06-29-2016, 02:07 PM
Find Reply
Romulator Offline
Not Tech Support ;-)

Posts: 3,576
Threads: 61
Joined: Jan 2013
Reputation: 193
#2
Solved: 1 Year, 5 Months, 4 Weeks ago RE: Fatal error: fmod could not be inizialized

Please check NVIDIA's driver website to see if there are updates to your Graphics Card drivers. SOMA requires an OpenGL version at 3.3.0 or higher, whereas yours seems to be sitting at 3.2.0.

Discord: Romulator#0001
[Image: 3f6f01a904.png]
06-29-2016, 04:09 PM
Find Reply
Caterpillar Offline
Member

Posts: 116
Threads: 27
Joined: May 2010
Reputation: 0
#3
Solved: 1 Year, 5 Months, 4 Weeks ago RE: Fatal error: fmod could not be inizialized

(06-29-2016, 04:09 PM)Romulator Wrote: Please check NVIDIA's driver website to see if there are updates to your Graphics Card drivers. SOMA requires an OpenGL version at 3.3.0 or higher, whereas yours seems to be sitting at 3.2.0.

No, it is 3.3.0

# glxinfo
name of display: :0
display: :0  screen: 0
direct rendering: Yes
server glx vendor string: NVIDIA Corporation
server glx version string: 1.4
server glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile,
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,
    GLX_ARB_multisample, GLX_EXT_buffer_age,
    GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile,
    GLX_EXT_framebuffer_sRGB, GLX_EXT_stereo_tree, GLX_EXT_swap_control,
    GLX_EXT_swap_control_tear, GLX_EXT_texture_from_pixmap,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_NV_delay_before_swap,
    GLX_NV_float_buffer, GLX_NV_multisample_coverage, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_swap_control, GLX_SGI_video_sync
client glx vendor string: NVIDIA Corporation
client glx version string: 1.4
client glx extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile,
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_buffer_age,
    GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile,
    GLX_EXT_fbconfig_packed_float, GLX_EXT_framebuffer_sRGB,
    GLX_EXT_import_context, GLX_EXT_stereo_tree, GLX_EXT_swap_control,
    GLX_EXT_swap_control_tear, GLX_EXT_texture_from_pixmap,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_NV_copy_image,
    GLX_NV_delay_before_swap, GLX_NV_float_buffer,
    GLX_NV_multisample_coverage, GLX_NV_present_video, GLX_NV_swap_group,
    GLX_NV_video_capture, GLX_NV_video_out, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_swap_control, GLX_SGI_video_sync
GLX version: 1.4
GLX extensions:
    GLX_ARB_create_context, GLX_ARB_create_context_profile,
    GLX_ARB_create_context_robustness, GLX_ARB_fbconfig_float,
    GLX_ARB_get_proc_address, GLX_ARB_multisample, GLX_EXT_buffer_age,
    GLX_EXT_create_context_es2_profile, GLX_EXT_create_context_es_profile,
    GLX_EXT_framebuffer_sRGB, GLX_EXT_stereo_tree, GLX_EXT_swap_control,
    GLX_EXT_swap_control_tear, GLX_EXT_texture_from_pixmap,
    GLX_EXT_visual_info, GLX_EXT_visual_rating, GLX_NV_delay_before_swap,
    GLX_NV_float_buffer, GLX_NV_multisample_coverage, GLX_SGIX_fbconfig,
    GLX_SGIX_pbuffer, GLX_SGI_swap_control, GLX_SGI_video_sync
OpenGL vendor string: NVIDIA Corporation
OpenGL renderer string: GeForce GTX 260/PCIe/SSE2
OpenGL core profile version string: 3.3.0 NVIDIA 340.96
OpenGL core profile shading language version string: 3.30 NVIDIA via Cg compiler
OpenGL core profile context flags: (none)
OpenGL core profile profile mask: core profile
OpenGL core profile extensions:
    GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility,
    GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_blend_func_extended,
    GL_ARB_clear_buffer_object, GL_ARB_color_buffer_float,
    GL_ARB_compressed_texture_pixel_storage, GL_ARB_conservative_depth,
    GL_ARB_copy_buffer, GL_ARB_copy_image, GL_ARB_debug_output,
    GL_ARB_depth_buffer_float, GL_ARB_depth_clamp, GL_ARB_depth_texture,
    GL_ARB_draw_buffers, GL_ARB_draw_elements_base_vertex,
    GL_ARB_draw_instanced, GL_ARB_enhanced_layouts,
    GL_ARB_explicit_attrib_location, GL_ARB_explicit_uniform_location,
    GL_ARB_fragment_coord_conventions, GL_ARB_fragment_layer_viewport,
    GL_ARB_fragment_program, GL_ARB_fragment_program_shadow,
    GL_ARB_fragment_shader, GL_ARB_framebuffer_no_attachments,
    GL_ARB_framebuffer_object, GL_ARB_framebuffer_sRGB,
    GL_ARB_geometry_shader4, GL_ARB_get_program_binary,
    GL_ARB_half_float_pixel, GL_ARB_half_float_vertex, GL_ARB_imaging,
    GL_ARB_instanced_arrays, GL_ARB_internalformat_query,
    GL_ARB_internalformat_query2, GL_ARB_invalidate_subdata,
    GL_ARB_map_buffer_alignment, GL_ARB_map_buffer_range, GL_ARB_multi_bind,
    GL_ARB_multisample, GL_ARB_multitexture, GL_ARB_occlusion_query,
    GL_ARB_occlusion_query2, GL_ARB_pixel_buffer_object,
    GL_ARB_point_parameters, GL_ARB_point_sprite,
    GL_ARB_program_interface_query, GL_ARB_provoking_vertex,
    GL_ARB_robust_buffer_access_behavior, GL_ARB_robustness,
    GL_ARB_sampler_objects, GL_ARB_seamless_cube_map,
    GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding,
    GL_ARB_shader_objects, GL_ARB_shader_texture_lod,
    GL_ARB_shading_language_100, GL_ARB_shading_language_420pack,
    GL_ARB_shading_language_include, GL_ARB_shading_language_packing,
    GL_ARB_shadow, GL_ARB_stencil_texturing, GL_ARB_sync,
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object,
    GL_ARB_texture_buffer_range, GL_ARB_texture_compression,
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
    GL_ARB_texture_float, GL_ARB_texture_mirror_clamp_to_edge,
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample,
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels,
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
    GL_ARB_texture_stencil8, GL_ARB_texture_storage,
    GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,
    GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2,
    GL_ARB_transform_feedback_instanced, GL_ARB_transpose_matrix,
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,
    GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers,
    GL_ATI_texture_float, GL_ATI_texture_mirror_once,
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_Cg_shader, GL_EXT_abgr,
    GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
    GL_EXT_depth_bounds_test, GL_EXT_direct_state_access,
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements,
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
    GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,
    GL_EXT_import_sync_object, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_shader_objects, GL_EXT_separate_specular_color,
    GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_two_side,
    GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_array,
    GL_EXT_texture_buffer_object, GL_EXT_texture_compression_dxt1,
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc,
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer,
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
    GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode,
    GL_EXT_texture_shared_exponent, GL_EXT_texture_storage,
    GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback2,
    GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_EXT_x11_sync_object,
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, GL_KHR_debug,
    GL_KTX_buffer_region, GL_NVX_conditional_render, GL_NVX_gpu_memory_info,
    GL_NV_ES1_1_compatibility, GL_NV_blend_square, GL_NV_conditional_render,
    GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float,
    GL_NV_depth_clamp, GL_NV_explicit_multisample, GL_NV_fence,
    GL_NV_float_buffer, GL_NV_fog_distance, GL_NV_fragment_program,
    GL_NV_fragment_program2, GL_NV_fragment_program_option,
    GL_NV_framebuffer_multisample_coverage, GL_NV_geometry_shader4,
    GL_NV_gpu_program4, GL_NV_half_float, GL_NV_light_max_exponent,
    GL_NV_multisample_coverage, GL_NV_multisample_filter_hint,
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil,
    GL_NV_parameter_buffer_object, GL_NV_parameter_buffer_object2,
    GL_NV_path_rendering, GL_NV_pixel_data_range, GL_NV_point_sprite,
    GL_NV_primitive_restart, GL_NV_register_combiners,
    GL_NV_register_combiners2, GL_NV_shader_buffer_load,
    GL_NV_texgen_reflection, GL_NV_texture_barrier,
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
    GL_NV_texture_expand_normal, GL_NV_texture_multisample,
    GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2,
    GL_NV_texture_shader3, GL_NV_transform_feedback,
    GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range,
    GL_NV_vertex_array_range2, GL_NV_vertex_buffer_unified_memory,
    GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_NV_vertex_program2,
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_S3_s3tc,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,
    GL_SGIX_shadow, GL_SUN_slice_accum

OpenGL version string: 3.3.0 NVIDIA 340.96
OpenGL shading language version string: 3.30 NVIDIA via Cg compiler
OpenGL context flags: (none)
OpenGL profile mask: (none)
OpenGL extensions:
    GL_ARB_ES2_compatibility, GL_ARB_ES3_compatibility,
    GL_ARB_arrays_of_arrays, GL_ARB_base_instance, GL_ARB_blend_func_extended,
    GL_ARB_clear_buffer_object, GL_ARB_color_buffer_float,
    GL_ARB_compatibility, GL_ARB_compressed_texture_pixel_storage,
    GL_ARB_conservative_depth, GL_ARB_copy_buffer, GL_ARB_copy_image,
    GL_ARB_debug_output, GL_ARB_depth_buffer_float, GL_ARB_depth_clamp,
    GL_ARB_depth_texture, GL_ARB_draw_buffers,
    GL_ARB_draw_elements_base_vertex, GL_ARB_draw_instanced,
    GL_ARB_enhanced_layouts, GL_ARB_explicit_attrib_location,
    GL_ARB_explicit_uniform_location, GL_ARB_fragment_coord_conventions,
    GL_ARB_fragment_layer_viewport, GL_ARB_fragment_program,
    GL_ARB_fragment_program_shadow, GL_ARB_fragment_shader,
    GL_ARB_framebuffer_no_attachments, GL_ARB_framebuffer_object,
    GL_ARB_framebuffer_sRGB, GL_ARB_geometry_shader4,
    GL_ARB_get_program_binary, GL_ARB_half_float_pixel,
    GL_ARB_half_float_vertex, GL_ARB_imaging, GL_ARB_instanced_arrays,
    GL_ARB_internalformat_query, GL_ARB_internalformat_query2,
    GL_ARB_invalidate_subdata, GL_ARB_map_buffer_alignment,
    GL_ARB_map_buffer_range, GL_ARB_multi_bind, GL_ARB_multisample,
    GL_ARB_multitexture, GL_ARB_occlusion_query, GL_ARB_occlusion_query2,
    GL_ARB_pixel_buffer_object, GL_ARB_point_parameters, GL_ARB_point_sprite,
    GL_ARB_program_interface_query, GL_ARB_provoking_vertex,
    GL_ARB_robust_buffer_access_behavior, GL_ARB_robustness,
    GL_ARB_sampler_objects, GL_ARB_seamless_cube_map,
    GL_ARB_separate_shader_objects, GL_ARB_shader_bit_encoding,
    GL_ARB_shader_objects, GL_ARB_shader_texture_lod,
    GL_ARB_shading_language_100, GL_ARB_shading_language_420pack,
    GL_ARB_shading_language_include, GL_ARB_shading_language_packing,
    GL_ARB_shadow, GL_ARB_stencil_texturing, GL_ARB_sync,
    GL_ARB_texture_border_clamp, GL_ARB_texture_buffer_object,
    GL_ARB_texture_buffer_range, GL_ARB_texture_compression,
    GL_ARB_texture_compression_rgtc, GL_ARB_texture_cube_map,
    GL_ARB_texture_env_add, GL_ARB_texture_env_combine,
    GL_ARB_texture_env_crossbar, GL_ARB_texture_env_dot3,
    GL_ARB_texture_float, GL_ARB_texture_mirror_clamp_to_edge,
    GL_ARB_texture_mirrored_repeat, GL_ARB_texture_multisample,
    GL_ARB_texture_non_power_of_two, GL_ARB_texture_query_levels,
    GL_ARB_texture_rectangle, GL_ARB_texture_rg, GL_ARB_texture_rgb10_a2ui,
    GL_ARB_texture_stencil8, GL_ARB_texture_storage,
    GL_ARB_texture_storage_multisample, GL_ARB_texture_swizzle,
    GL_ARB_texture_view, GL_ARB_timer_query, GL_ARB_transform_feedback2,
    GL_ARB_transform_feedback_instanced, GL_ARB_transpose_matrix,
    GL_ARB_uniform_buffer_object, GL_ARB_vertex_array_bgra,
    GL_ARB_vertex_array_object, GL_ARB_vertex_attrib_binding,
    GL_ARB_vertex_buffer_object, GL_ARB_vertex_program, GL_ARB_vertex_shader,
    GL_ARB_vertex_type_10f_11f_11f_rev, GL_ARB_vertex_type_2_10_10_10_rev,
    GL_ARB_viewport_array, GL_ARB_window_pos, GL_ATI_draw_buffers,
    GL_ATI_texture_float, GL_ATI_texture_mirror_once,
    GL_EXTX_framebuffer_mixed_formats, GL_EXT_Cg_shader, GL_EXT_abgr,
    GL_EXT_bgra, GL_EXT_bindable_uniform, GL_EXT_blend_color,
    GL_EXT_blend_equation_separate, GL_EXT_blend_func_separate,
    GL_EXT_blend_minmax, GL_EXT_blend_subtract, GL_EXT_compiled_vertex_array,
    GL_EXT_depth_bounds_test, GL_EXT_direct_state_access,
    GL_EXT_draw_buffers2, GL_EXT_draw_instanced, GL_EXT_draw_range_elements,
    GL_EXT_fog_coord, GL_EXT_framebuffer_blit, GL_EXT_framebuffer_multisample,
    GL_EXT_framebuffer_multisample_blit_scaled, GL_EXT_framebuffer_object,
    GL_EXT_framebuffer_sRGB, GL_EXT_geometry_shader4,
    GL_EXT_gpu_program_parameters, GL_EXT_gpu_shader4,
    GL_EXT_import_sync_object, GL_EXT_multi_draw_arrays,
    GL_EXT_packed_depth_stencil, GL_EXT_packed_float, GL_EXT_packed_pixels,
    GL_EXT_pixel_buffer_object, GL_EXT_point_parameters,
    GL_EXT_provoking_vertex, GL_EXT_rescale_normal, GL_EXT_secondary_color,
    GL_EXT_separate_shader_objects, GL_EXT_separate_specular_color,
    GL_EXT_shader_integer_mix, GL_EXT_shadow_funcs, GL_EXT_stencil_two_side,
    GL_EXT_stencil_wrap, GL_EXT_texture3D, GL_EXT_texture_array,
    GL_EXT_texture_buffer_object, GL_EXT_texture_compression_dxt1,
    GL_EXT_texture_compression_latc, GL_EXT_texture_compression_rgtc,
    GL_EXT_texture_compression_s3tc, GL_EXT_texture_cube_map,
    GL_EXT_texture_edge_clamp, GL_EXT_texture_env_add,
    GL_EXT_texture_env_combine, GL_EXT_texture_env_dot3,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_integer,
    GL_EXT_texture_lod, GL_EXT_texture_lod_bias, GL_EXT_texture_mirror_clamp,
    GL_EXT_texture_object, GL_EXT_texture_sRGB, GL_EXT_texture_sRGB_decode,
    GL_EXT_texture_shared_exponent, GL_EXT_texture_storage,
    GL_EXT_texture_swizzle, GL_EXT_timer_query, GL_EXT_transform_feedback2,
    GL_EXT_vertex_array, GL_EXT_vertex_array_bgra, GL_EXT_x11_sync_object,
    GL_IBM_rasterpos_clip, GL_IBM_texture_mirrored_repeat, GL_KHR_debug,
    GL_KTX_buffer_region, GL_NVX_conditional_render, GL_NVX_gpu_memory_info,
    GL_NV_ES1_1_compatibility, GL_NV_blend_square, GL_NV_conditional_render,
    GL_NV_copy_depth_to_color, GL_NV_copy_image, GL_NV_depth_buffer_float,
    GL_NV_depth_clamp, GL_NV_explicit_multisample, GL_NV_fence,
    GL_NV_float_buffer, GL_NV_fog_distance, GL_NV_fragment_program,
    GL_NV_fragment_program2, GL_NV_fragment_program_option,
    GL_NV_framebuffer_multisample_coverage, GL_NV_geometry_shader4,
    GL_NV_gpu_program4, GL_NV_half_float, GL_NV_light_max_exponent,
    GL_NV_multisample_coverage, GL_NV_multisample_filter_hint,
    GL_NV_occlusion_query, GL_NV_packed_depth_stencil,
    GL_NV_parameter_buffer_object, GL_NV_parameter_buffer_object2,
    GL_NV_path_rendering, GL_NV_pixel_data_range, GL_NV_point_sprite,
    GL_NV_primitive_restart, GL_NV_register_combiners,
    GL_NV_register_combiners2, GL_NV_shader_buffer_load,
    GL_NV_texgen_reflection, GL_NV_texture_barrier,
    GL_NV_texture_compression_vtc, GL_NV_texture_env_combine4,
    GL_NV_texture_expand_normal, GL_NV_texture_multisample,
    GL_NV_texture_rectangle, GL_NV_texture_shader, GL_NV_texture_shader2,
    GL_NV_texture_shader3, GL_NV_transform_feedback,
    GL_NV_transform_feedback2, GL_NV_vdpau_interop, GL_NV_vertex_array_range,
    GL_NV_vertex_array_range2, GL_NV_vertex_buffer_unified_memory,
    GL_NV_vertex_program, GL_NV_vertex_program1_1, GL_NV_vertex_program2,
    GL_NV_vertex_program2_option, GL_NV_vertex_program3, GL_S3_s3tc,
    GL_SGIS_generate_mipmap, GL_SGIS_texture_lod, GL_SGIX_depth_texture,
    GL_SGIX_shadow, GL_SUN_slice_accum

OpenGL ES profile version string: OpenGL ES 2.0 NVIDIA 340.96 340.96
OpenGL ES profile shading language version string: OpenGL ES GLSL ES 1.00
OpenGL ES profile extensions:
    GL_EXT_blend_minmax, GL_EXT_color_buffer_half_float, GL_EXT_debug_label,
    GL_EXT_frag_depth, GL_EXT_map_buffer_range,
    GL_EXT_occlusion_query_boolean, GL_EXT_robustness, GL_EXT_sRGB,
    GL_EXT_sRGB_write_control, GL_EXT_separate_shader_objects,
    GL_EXT_shader_integer_mix, GL_EXT_shadow_samplers,
    GL_EXT_texture_compression_dxt1, GL_EXT_texture_compression_s3tc,
    GL_EXT_texture_filter_anisotropic, GL_EXT_texture_format_BGRA8888,
    GL_EXT_texture_rg, GL_EXT_texture_sRGB_decode, GL_EXT_texture_storage,
    GL_EXT_unpack_subimage, GL_KHR_debug, GL_NV_bgr, GL_NV_copy_buffer,
    GL_NV_copy_image, GL_NV_draw_buffers, GL_NV_draw_instanced,
    GL_NV_explicit_attrib_location, GL_NV_fbo_color_attachments,
    GL_NV_framebuffer_blit, GL_NV_framebuffer_multisample,
    GL_NV_generate_mipmap_sRGB, GL_NV_instanced_arrays,
    GL_NV_non_square_matrices, GL_NV_occlusion_query_samples,
    GL_NV_pack_subimage, GL_NV_packed_float, GL_NV_packed_float_linear,
    GL_NV_pixel_buffer_object, GL_NV_read_buffer, GL_NV_read_depth,
    GL_NV_read_depth_stencil, GL_NV_read_stencil, GL_NV_sRGB_formats,
    GL_NV_shadow_samplers_array, GL_NV_shadow_samplers_cube,
    GL_NV_texture_array, GL_NV_texture_border_clamp,
    GL_NV_texture_compression_latc, GL_NV_texture_compression_s3tc,
    GL_NV_texture_compression_s3tc_update, GL_NV_timer_query,
    GL_OES_compressed_ETC1_RGB8_texture, GL_OES_depth24, GL_OES_depth32,
    GL_OES_depth_texture, GL_OES_depth_texture_cube_map,
    GL_OES_element_index_uint, GL_OES_fbo_render_mipmap,
    GL_OES_get_program_binary, GL_OES_mapbuffer, GL_OES_packed_depth_stencil,
    GL_OES_rgb8_rgba8, GL_OES_standard_derivatives, GL_OES_texture_half_float,
    GL_OES_texture_half_float_linear, GL_OES_texture_npot,
    GL_OES_vertex_array_object, GL_OES_vertex_half_float
(This post was last modified: 06-29-2016, 05:47 PM by Caterpillar.)
06-29-2016, 05:43 PM
Find Reply
Romulator Offline
Not Tech Support ;-)

Posts: 3,576
Threads: 61
Joined: Jan 2013
Reputation: 193
#4
Solved: 1 Year, 5 Months, 4 Weeks ago RE: Fatal error: fmod could not be inizialized

That's strange, since SOMA seems to be detecting it at 3.2.0 (it's in the log under Version). Updating your drivers, if that is an option, would still be a good idea.

I'll assign this to plutomaniac in the meantime, he may be able to assist further.

Discord: Romulator#0001
[Image: 3f6f01a904.png]
06-29-2016, 06:09 PM
Find Reply
Caterpillar Offline
Member

Posts: 116
Threads: 27
Joined: May 2010
Reputation: 0
#5
Solved: 1 Year, 5 Months, 4 Weeks ago RE: Fatal error: fmod could not be inizialized

(06-29-2016, 06:09 PM)Romulator Wrote: That's strange, since SOMA seems to be detecting it at 3.2.0 (it's in the log under Version). Updating your drivers, if that is an option, would still be a good idea.

I'll assign this to plutomaniac in the meantime, he may be able to assist further.

Drivers version is fine, since it is the lastest that supports my generation of video card
06-29-2016, 06:14 PM
Find Reply
plutomaniac Offline
Super Moderator

Posts: 6,369
Threads: 45
Joined: May 2011
Reputation: 183
#6
Solved: 1 Year, 5 Months, 4 Weeks ago RE: Fatal error: fmod could not be inizialized

The problem seem to be audio initialization related based on the log. I don't have Linux experience so I can't be of any help here. FG should put some Linux/MAC support administrator like Urkle was many years ago.
07-02-2016, 11:20 PM
Find Reply
Caterpillar Offline
Member

Posts: 116
Threads: 27
Joined: May 2010
Reputation: 0
#7
Solved: 1 Year, 5 Months, 4 Weeks ago RE: Fatal error: fmod could not be inizialized

Concerning audio, I can only say that I played all Frictional Games using the same audiocard and everything worked fine.
Can't you ping one of Frictional Games Linux version developers?
07-03-2016, 12:29 AM
Find Reply
Caterpillar Offline
Member

Posts: 116
Threads: 27
Joined: May 2010
Reputation: 0
#8
Solved: 1 Year, 5 Months, 4 Weeks ago RE: Fatal error: fmod could not be inizialized

I am available to run test and everything else is needed to let FrictionalGames developers make a patch
07-08-2016, 04:50 PM
Find Reply
loadrunner
Unregistered

 
#9
Solved: 1 Year, 5 Months, 4 Weeks ago RE: Fatal error: fmod could not be inizialized

I got this error when I ran the game without pulseaudio.
Your logs also show that you don't have any pulseaudio devices.

I still can't play the game (I opened a different thread about that) but after I enabled pulseaudio, I was able to get to the loading screen without this error. Smile
08-12-2016, 11:00 AM
Reply
Caterpillar Offline
Member

Posts: 116
Threads: 27
Joined: May 2010
Reputation: 0
#10
Solved: 1 Year, 5 Months, 4 Weeks ago RE: Fatal error: fmod could not be inizialized

(08-12-2016, 11:00 AM)loadrunner Wrote: I got this error when I ran the game without pulseaudio.
Your logs also show that you don't have any pulseaudio devices.

This output shows that I do have pulseaudio devices
$ pactl list sinks
Sink #0
        Stato: RUNNING
        Nome: alsa_output.pci-0000_08_06.0.analog-stereo
        Descrizione: CMI8788 [Oxygen HD Audio] (Virtuoso 100 (Xonar ST)) Stereo analogico
        Driver: module-alsa-card.c
        Specifica di campionamento: s16le ch 2 44100 Hz
        Mappa dei canali: front-left,front-right
        Modulo di appartenenza: 6
        Muto: no
        Volume: front-left: 35760 /  55% / -15,78 dB,   front-right: 35760 /  55% / -15,78 dB
                bilanciamento 0,00
        Volume base: 65536 / 100% / 0,00 dB
        Monitor della sorgente: alsa_output.pci-0000_08_06.0.analog-stereo.monitor
        Latenza: 57300 usec, configurata 90000 usec
        Flag: HARDWARE HW_MUTE_CTRL HW_VOLUME_CTRL DECIBEL_VOLUME LATENCY
        ProprietĂ :
                alsa.resolution_bits = "16"
                device.api = "alsa"
                device.class = "sound"
                alsa.class = "generic"
                alsa.subclass = "generic-mix"
                alsa.name = "Multichannel"
                alsa.id = "Multichannel"
                alsa.subdevice = "0"
                alsa.subdevice_name = "subdevice #0"
                alsa.device = "0"
                alsa.card = "0"
                alsa.card_name = "Xonar ST"
                alsa.long_card_name = "Asus Virtuoso 100 at 0x7e00, irq 20"
                alsa.driver_name = "snd_virtuoso"
                device.bus_path = "pci-0000:08:06.0"
                sysfs.path = "/devices/pci0000:00/0000:00:14.4/0000:08:06.0/sound/card0"
                device.bus = "pci"
                device.vendor.id = "13f6"
                device.vendor.name = "C-Media Electronics Inc"
                device.product.id = "8788"
                device.product.name = "CMI8788 [Oxygen HD Audio] (Virtuoso 100 (Xonar ST))"
                device.string = "front:0"
                device.buffering.buffer_size = "352800"
                device.buffering.fragment_size = "352800"
                device.access_mode = "mmap+timer"
                device.profile.name = "analog-stereo"
                device.profile.description = "Stereo analogico"
                device.description = "CMI8788 [Oxygen HD Audio] (Virtuoso 100 (Xonar ST)) Stereo analogico"
                alsa.mixer_name = "AV200"
                alsa.components = "PCM1792A CS5381 CS2000 AV200"
                module-udev-detect.discovered = "1"
                device.icon_name = "audio-card-pci"
        Porte:
                analog-output;output-speaker: Uscita analogica / Altoparlante (priority: 9910)
                analog-output;output-headphones-1: Uscita analogica / Cuffie analogiche 1 (priority: 9909)
                analog-output;output-headphones-2: Uscita analogica / Cuffie analogiche 2 (priority: 9908)
        Porta attiva: analog-output;output-speaker
        Formati:
                pcm
08-12-2016, 12:36 PM
Find Reply


[-]
Quick Reply
Message
Type your reply to this message here.

Human Verification
Please tick the checkbox that you see below. This process is used to prevent automated spam bots.



Users browsing this thread: 1 Guest(s)