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I'm working right now on a low-level c++ Videogame Template, using SDL as the main core of the engine.
SoLoud is the core of the AudioSystem of it. I'm trying to load all data from SDL_RWops when executing on Release Mode.
This way I can mount a ".pak" file to have my assets compressed and not at pull sight.
Is there a way to load audio files with SoLoud using SDL_RWops class?
I've tried to get the buffer data from the RWops, and load it using Wav::loadMem(), but SoLoud returns null data and the sound won't reproduce.
In case it does not exist, I think it could be a good feature, as SoLoud uses SDL as one of its backends...
The text was updated successfully, but these errors were encountered:
Thanks for your answer, but I don't quite see my solution in there. Let me show you the usual code I use for reading files through a compressed file using PhysFS, and how I usually load it using SDL.
This example is for Texture loading:
SDL_Surface* surface = nullptr;
SDL_RWops* rW = nullptr;
if (release)
{
if (PHYSFS_exists(path) == 0)
{
LOG("ERROR - FILE %s DOESNT EXIST IN THE SEARCH PATH: %s\n", path, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
return;
}
rW = PHYSFSRWOPS_openRead(path);
if (!rW)
{
LOG("ERROR OPENING FILE %s FOR READING: %s\n", path, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
return;
}
surface = IMG_Load_RW(rW, 0);
}
In the case of loading audio, should be something similar... Something like this in pseudocode:
if (release)
{
if (PHYSFS_exists(path) == 0)
{
LOG("ERROR - FILE %s DOESNT EXIST IN THE SEARCH PATH: %s\n", path, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
return false;
}
SDL_RWops* rW = PHYSFSRWOPS_openRead(path);
if (!rW)
{
LOG("ERROR OPENING FILE %s FOR READING: %s\n", path, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
return false;
}
// Getting data from the rW
// Using some function inside "SoLoud::Wav" class to load data
return true;
}
I'm working right now on a low-level c++ Videogame Template, using SDL as the main core of the engine.
SoLoud is the core of the AudioSystem of it. I'm trying to load all data from SDL_RWops when executing on Release Mode.
This way I can mount a ".pak" file to have my assets compressed and not at pull sight.
Is there a way to load audio files with SoLoud using SDL_RWops class?
I've tried to get the buffer data from the RWops, and load it using Wav::loadMem(), but SoLoud returns null data and the sound won't reproduce.
In case it does not exist, I think it could be a good feature, as SoLoud uses SDL as one of its backends...
The text was updated successfully, but these errors were encountered: