cpack was causing issues with compiling remove any references to it.
change all options being set for the new libs to use the advanced_option macro
remove speex, opus is better.
SFXResource was always creating a new file for each sound resource. Sometimes this would happen 3 times since the asset was creating a resource, then the profile, then the object that was using it.
Now if the sfxResource exists and we call openStream it returns the sfxFileStream linked to that file instead of just creating a new one.
fix for stereo files (2d sound files) frames report back as bytesPerSample * channels
which for us is bytesPerSample. This needs to be applied to the return from read so sfx resource knows we have read all the info.
Ogg file from libsndfile now working. we can pull more information from the format and specifics of the file from libsndfile should maybe look at updating all the parameters around mFormat so it feeds openal settings better.
Next step is to remove the other stream classes.
read an ogg file through libsndfile instead of libvorbis.
There are still issues with this part of the file opens but doesn't read the whole file for some reason
added libraries:
opus
flac
libsndfile
updated:
libvorbis
libogg
openal
- Everything works as expected for now. Bare in mind libsndfile needed the check for whether or not it could find the xiph libraries removed in order for this to work.
mac was failing to generate an archive.
Icons now in an app asset so it can be properly modified in the project instead of being a static .icns file.
Info.plist now gets its bundle name from the product bundle identifier field, this means it can be changed through the gui instead of having to manually modify the bundle identifier. All other settings are left blank.
Info.plist will need further updates to take values set in Xcode to make it easier to distribute apps.
OpenAL and SDL have to skip installation in release mode builds for the archive to be created correctly.
for imageassets and materialassets, check any other assets using them, and uppon completion of reloading, kick off the using assets reload as well in serial
changes required to get masox to run.
Some further changes possible required around resourceHolder in future.
The geometry shader works in macosx with gl version 3.3, though i do think some changes are required internally to account for a lack of OUT_col%
now shaders ask the device to create a buffer, if a buffer of the same name and size already exist then a pointer to that buffer is returned instead. Going to see if something similar can be added to the opengl end.