Open 2shady4u opened 3 years ago
The best would be to tied that to the -quiet or -verbose setting of Godot instead of having a variable specially made for this addon. But I don't think I have much of a choice in that matter with GDnative. I need to check that to be sure. Otherwise having a verbose property like you suggested might be the solution.
The best would be to tied that to the -quiet or -verbose setting of Godot instead of having a variable specially made for this addon. But I don't think I have much of a choice in that matter with GDnative. I need to check that to be sure. Otherwise having a verbose property like you suggested might be the solution.
Well the advantage would be that I can enable/disable output independently for FMOD. Since there are times when I do want to see the console output, while at other moments I don't care about it 🤔 🤷
Here's a relevant method: https://docs.godotengine.org/en/stable/classes/class_os.html#class-os-method-is-stdout-verbose
Currently my Godot console gets drowned in output from the myriad of plugins and other nonsense I'm running for my game. For most of them, there's some way to suppress it, but for the current implementation for the FMOD plugin there's no such thing.
Thus it would be nice to have a user-controlled option to enable/disable console logging. This can be as simplistic/easy as this:
With
verbose_mode
being a public variable that can be toggled from inside of Godot.Probably there a lot of other ways to do this and I'm sure you guys already have something in mind 😄