MegaGlest Forum
Archives (read only) => Glest Advanced Engine => General discussion => Topic started by: Bloodwurm on 28 April 2012, 18:40:05
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Hi all,
Got two questions mainly for devs:
1- I`m building the game on Win7 and it built the project as using Direct Sound. Can I run the game with OpenAL instead? And if so, how? What do I need to do? I need to modify the low level support for the audio and thus would like to make sure it will work under OpenAl too. Are there other supported "sound providers" I should be aware of? (Sorry, I only have a Win7 setup)
2- As per the GAE setup info, I installed and am using Git Extensions. I can`t seem to find how I can selectively push local commits unto the remote git on source forge. What I mean is that I can do a push, but that essentially pushes ALL my local commits. I would like to select which commits to push (probably gonna have some commits that I dont want to push up, my personal mod for instance). Prior to my PC dying, I had several Git tools installed and I could select which commit to push....
Thx
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1. I'm not exactly sure but maybe change SoundFactory in glestadv.ini to the OpenAL option and make sure it's linked when compiling.
2. You could create a new branch then remove the unwanted commits from the branch you want to push. Another way is to rebase the unwanted commits to the end and commit only up to a certain commit. http://rwmj.wordpress.com/2009/07/27/quick-git-tip-push-only-some-commits-to-your-upstream-repo/
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Hi,
1. I doubt it will just work. You probably have to port some parts. Silnarm added an XAudio2 backend some time ago because DirectSound8 is quite old now but i would prefer to use OpenAL on all platforms.
EDIT: source/shared_lib/CMakeLists.txt:16 is the place where it is decided which backend is build in. So setting it in glestadv.ini won't help as it's not built on windows.
2. Use a local branch for stuff you don't intent to push. I can't help you with a windows GUI as i just use the CLI on linux.
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Cool, thanks guys, will look into it (and yeah, only the DX8 files are added to the project when generated from CMAKE). Maybe I`ll try my hand at having both compiled/linked and have a GlestAdv.ini option to switch.
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Stupid question? Can't seem to find any open AL libs or include files in the gae-deps... not included there? Isn't it mandatory for Linux builds?
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The deps-package is only for windows. Linux people get their dependencies easily from their package repository. You have to get OpenAL on your own. I think http://www.openal.org is the right place, but currently down...
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Since MegaGlest uses OpenAL on all platforms, an OpenAL 1.14 Windows build is included in the dependency packages Softcoder maintains:
https://sourceforge.net/projects/megaglest/files/
windows_deps.7z (http://sourceforge.net/projects/megaglest/files/windows_deps.7z/download) is for VC++ 2010
win32_deps.7z (http://sourceforge.net/projects/megaglest/files/win32_deps.7z/download) is for VC++ 2008
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Cool thx!