Alexandre Ratchov writes:
> Thanks for the code, few answers and suggestions below:
thank you for reviewing this
> [...]
>
>> - while other driver fills sample_in with zeroes when there is nothing
>>to play, doing so with sndio would make the whole engine sluggish.
>>The was_active +
On Mon, Aug 24, 2020 at 08:19:18PM +0200, Omar Polo wrote:
>
> Hello ports@,
>
> Here's a second try at adding a working audio backend to Godot. It took
> me some time but now I think it's ready. It was fun, and even if I
> didn't knew anything about audio handling, I have learned something.
>
re-reading the diff I noticed a typo: in platform/x11/detect.py I added
env.Append(LDFLAGS=["-lsndio"])
when it really should be LINKFLAGS. With that in place, I can drop the
LDFLAGS += -lsndio from the port Makefile.
Attached diff is equivalent to the previous one but with this fixed
On 2020/08/24 20:19, Omar Polo wrote:
quick comments on these two:
> - it's better to bundle the code in ${FILESDIR} and copy it in
>post-extract (what I'm currently doing) or have patches against
>/dev/null? I think the first option is more clear
yes, FILESDIR. the files could do with
Hello ports@,
Here's a second try at adding a working audio backend to Godot. It took
me some time but now I think it's ready. It was fun, and even if I
didn't knew anything about audio handling, I have learned something.
The sio_open manpage in particular was incredibly helpful at explaining