apulse
Vulkan-Docs
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apulse | Vulkan-Docs | |
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9 | 161 | |
607 | 2,663 | |
- | 1.0% | |
0.0 | 8.4 | |
26 days ago | 11 days ago | |
C | JavaScript | |
MIT License | GNU General Public License v3.0 or later |
Stars - the number of stars that a project has on GitHub. Growth - month over month growth in stars.
Activity is a relative number indicating how actively a project is being developed. Recent commits have higher weight than older ones.
For example, an activity of 9.0 indicates that a project is amongst the top 10% of the most actively developed projects that we are tracking.
apulse
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Would ALSA + alsamixer + apulse Suite Me/My Use Case?
Most of my audio comes from Firefox, Steam, and other random miscellaneous programs. I'm wondering if I can rely on apulse for this? If I need to do some configuration that's more than okay, but if it's super buggy or hardly works then it's not worth the trouble. If anyone has experience with apulse I would love to hear more about it.
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Switching the Linux graphics stack from GLX to EGL
I read this and my first thought is "oh shit, is Firefox about to stop working?"
some of us like our software to be stable and reliable, and not switch to the newest bullshit just because they can. I'm still bitter about being forced to find a workaround for FF requiring pulseaudio. Am I now gonna need to find a workaround for this? I run FF 94 right now, and will upgrade with trepidation...
(shoutout to https://github.com/i-rinat/apulse. THANKS.)
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Pipewire as an ALSA replacement in Fedora
Rather than re-compile firefox, maybe take a look at https://github.com/i-rinat/apulse which provide a shim to eliminate pulse.
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Is firefox supposed to work with pulseaudio only?
Firefox does use PulseAudio for output. I don't run an ALSA-only setup, but I believe you can use apulse to emulate PA over ALSA for specific applications like so: apulse firefox
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Keeping old linux games running?
When launching the binary set LD_LIBRARY_PATH to include the oldlibs directory, e.g. LD_LIBRARY_PATH=/home/badsector/oldlibs. Some very old games may also need older versions of C++ library, you can find those in some older distros' "compat" packages, e.g. this one from SuSE 9.1 will contain most files you'll need - do not install the package, just extract the needed files. A few games may need convincing to use these files, use LD_PRELOAD for that. In addition some games may use OSS instead of ALSA so you'll need a wrapper. An OSS-to-PulseAudio wrapper is often available and you can preload it either with padsp (which will only work with the native version though, so no 32bit apps in 64bit linux) or doing it manually with LD_PRELOAD (which is basically what padsp does). There should be OSS support module for plain ALSA too if you do not have/want PulseAudio (or you can extract the relevant libraries from the padsp and use them with apulse).
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pulseaudio not starting
apulse?
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`Pulseaudio -k`, or a pro audio user's perspective on Linux's sound stack
I think there are a lot more than your two solutions, for example there is apulse to run pulseaudio applications on top of ALSA. Of course your bluetooth headset will probably not work well with that, you'd still need another daemon like pulseaudio or pipewire to get good results there.
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Making Sense of the Audio Stack on Unix
I don't think that's important. In practice you can also use the pulseaudio API and that will work everywhere because of this: https://github.com/i-rinat/apulse
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PulseAudio, upstream: FreeBSD support: meson build, import downstream patches, more improvements – merge request 277, merged
This has been a life saver for me on GNU/Linux https://github.com/i-rinat/apulse
Vulkan-Docs
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GPU synchronization in Godot 4.3 is getting a major upgrade
Pipelines (or in general terms PSOs) are the most problematic aspect of Vulkan / DX12 - much more than synchronization! Large parts of the gamedev industry seems to recognize all the performance issues with pipelines and therefore companies are experimenting with newer models like the VK_EXT_shader_object extension ("Vulkan without Pipelines": https://www.khronos.org/blog/you-can-use-vulkan-without-pipe...).
I've written a detailed comment about this before here (https://news.ycombinator.com/item?id=37843946#37845431) but for a much more comprehensive explanation by an engineer from Nintendo read the initial proposal for the VK_EXT_shader_object extension: https://github.com/KhronosGroup/Vulkan-Docs/blob/main/propos...).
There's also Casey Muratori's mail to the Vulkan advisory on 2015 that basically predicts this whole clusterfuck would happen: https://github.com/cmuratori/misc/blob/main/vulkan_dynamic_s...
- Vulkan 1.3.273 spec update
- [Roadmap Feedback] Function Pointers with some limitations
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New Vulkan Documentation Website
Apple -> MoltenVK is an emulation layer and doesn't give you as much control as using Metal directly.
Nintendo and Sony prefer their own APIs, NVN and LibGNM, and AIUI Vulkan is a second-class API on those platforms which does not offer as much power, it is widely understood studios use NVN and LibGNM to get access to the real hardware on those platforms.
Windows/AMD/NVidia/Intel -> HW manufacturers tend to prototype and release new features with D3D first and then 'backport' them to Vulkan after a while. DirectX 12 for example had mesh shaders for over 2 years before Vulkan got a vendor neutral extension for them[0]
Android and Linux are the only platform where Vulkan is a first-class citizen.
You could maybe argue Nvidia treats Vulkan as a first-class citizen because they tend to have vendor-specific Vulkan extensions for the latest features available before anyone else. But otherwise, no, Vulkan is not a first-class API anywhere except Linux and Android.
Graphics API wars are alive and well.
[0] https://github.com/KhronosGroup/Vulkan-Docs/issues/1423
- Vulkan 1.3.267 spec update
- Vulkan 1.3.266 spec update
- Vulkan 1.3.262 spec update
- Vulkan 1.3.260 spec update
- Vulkan 1.3.257 spec update
- Vulkan 1.3.256 spec update
What are some alternatives?
bluez-alsa - Bluetooth Audio ALSA Backend
wgsl-cheat-sheet - Cheat sheet for WGSL syntax for developers coming from GLSL.
zynthian-sys - System configuration scripts & files for Zynthian.
vkd3d-proton - Fork of VKD3D. Development branches for Proton's Direct3D 12 implementation.
pulseaudio-module-xrdp - xrdp sink / source pulseaudio modules
webgpu-wgsl-hello-triangle - An example of how to render a triangle with WebGPU using WebGPU Shading Language - the "Hello world!" of computer graphics.
openQA - openQA web-frontend, scheduler and tools.
Vulkan-Headers - Vulkan header files and API registry
Vulkan-Guide - One stop shop for getting started with the Vulkan API
WASI - WebAssembly System Interface
pa-notify - PulseAudio or PipeWire volume notification
Vulkan - Examples and demos for the new Vulkan API