Eli Wapniarski wrote:
So, first of all, there's no evidence of the problem being networking and/or
PulseAudio at all, it looks more like NVidia driver breakage.
Plus, you're also seeing this with other WINE sound drivers (you said in the
bug report you tried the ALSA driver and here you tried the ESD driver), so
it can't really be WinePulse's fault. If this is really networking, it may
be something mundane like a TCP port conflict (i.e. PulseAudio's TCP server
using the port your game wants to use).