CaKlassen / gmwwise

A Wwise Plugin for GameMaker: Studio
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Manual discrepancies #14

Open KingDevyn opened 6 years ago

KingDevyn commented 6 years ago

The tutorial in the GMWwise-1.6 folder references a sample project, but there is no .gmx file to load. Codes can be copied by opening the Create_0, Destroy_0, and Step_2.gml files inside the objSoundControler file inside the objects folder with the notepad application, but this isn't intuitive.

In addition to referencing a sample project that doesn't exist, the manual is very unclear/ambiguous about how to go about integration. Here are some examples which I have trouble interpreting: "When copying the code over, ensure that the paths specified by gmwSetBasePath(...); Corresponds to the group that you have created in the root of your Included Files. " Which group? The tutorial mentions two groups to create within included files "sound", and "banks"

"Ensure that the banks being unloaded correspond to the ones you loaded in Create." It's unclear what this is asking the user to do. Does it mean to replace the text 'TEST_BANK' in the gmwUnloadBank() function with 'INIT_BANK'? I don't see a reference to 'TEST_BANK' in the create event, while I do see a reference to 'INIT_BANK' but this seems like an odd thing to have the user do since this could be written into the code to begin with.

"Copy the code from the Sample Project’s Step Event. This code process the GMWwise engine for each frame of the game." The step_0 file seems to be code for muting and lowpassing the music and sound. The Step_2 file seems to be where the code we're looking to copy is at. While this was easy enough for me to figure out, it could be clarified to make the manual more comprehensive.

This is as far as I got through the 1.6 manual. I haven't been able to successfully integrate wwise because of these issues. There might be more discrepancies, but I haven't got that far.