Dudejoe870 / godot-openmpt

A binding for libopenmpt (a sophisticated mod-tracker player library) for Godot 4.2. Can play .xm .s3m .it .umx and many other formats!
MIT License
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Building not making .dlls for first step, only .libs #2

Closed GeminiSquishGames closed 5 months ago

GeminiSquishGames commented 5 months ago

Using Visual Studio 2022, I use the default debug, build all and it's successful. I make the release config and build all as well, successful. So both build, I have gen folders, but make only .lib files so I have no .dll files to drop into the bin of the root godot-cpp. Am I doing something wrong?

Getting a lot of the warning:

Severity    Code    Description Project File    Line    Suppression State   Details
Warning D9025   overriding '/W3' with '/W4' D:\dev\godot_extentions\godot libopenmpt\godot-openmpt\godot-cpp\out\build\x64-Debug\godot-cpp  D:\dev\godot_extentions\godot libopenmpt\godot-openmpt\godot-cpp\out\build\x64-Debug\cl 1       
Dudejoe870 commented 5 months ago

Those warnings shouldn't matter. I've been messing with the build system a lot yesterday, as right now the output DLLs are huge (like over 100mb) because of a bunch of useless debug information that I'm trying to find the right compile flags to get rid of. Also, godot-cpp only makes .lib files. they get linked statically into the output dll, so that is expected if you're only building godot-cpp here.

Dudejoe870 commented 5 months ago

I oh understand the confusion, I worded the readme to say dlls. I apologize i'll edit that :)

GeminiSquishGames commented 5 months ago

Ah, lol. I had wondered! Okay thanks for that.

On Thu, Apr 4, 2024 at 7:57 AM Dudejoe870 @.***> wrote:

I oh understand the confusion, I worded the readme to say dlls. I apologize i'll edit that :)

— Reply to this email directly, view it on GitHub https://github.com/Dudejoe870/godot-openmpt/issues/2#issuecomment-2037143556, or unsubscribe https://github.com/notifications/unsubscribe-auth/ABHE6AEZH6SUXQIZKSXDFC3Y3VE2VAVCNFSM6AAAAABFWIP5A2VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDAMZXGE2DGNJVGY . You are receiving this because you authored the thread.Message ID: @.***>

GeminiSquishGames commented 5 months ago

Not sure how else to get back to you but here. Everything seems to be working very well. I noticed that the DirectX effects that ModPlugTracker can set per channel and on a master bus can be set. One per channel and a chain of them on the master. So even EQ and Compression without using the AudioStreamPlayer with a specific bus. So very handy and thank you again. I'll probably tinker with things and try getting anything else I need to work in C# when I can. The only thing left is tapping into the sample and instrument memory and changing samples or swapping them out, ideally with sample packs and instrument files native to .IT, or the toughie is treating the sample in memory like it was a buffer, then soft synths can be a thing maybe.

On Thu, Apr 4, 2024 at 7:57 AM Dudejoe870 @.***> wrote:

I oh understand the confusion, I worded the readme to say dlls. I apologize i'll edit that :)

— Reply to this email directly, view it on GitHub https://github.com/Dudejoe870/godot-openmpt/issues/2#issuecomment-2037143556, or unsubscribe https://github.com/notifications/unsubscribe-auth/ABHE6AEZH6SUXQIZKSXDFC3Y3VE2VAVCNFSM6AAAAABFWIP5A2VHI2DSMVQWIX3LMV43OSLTON2WKQ3PNVWWK3TUHMZDAMZXGE2DGNJVGY . You are receiving this because you authored the thread.Message ID: @.***>