Comments (10)
For the SoundEffectInstance issue, you will want to write a new Constructor that takes in the pure PCM buffer, the sample rate, and the number of channels. This is probably in the PSM code already, but probably with an additional parameter that doesn't matter there.
The GenerateMipmaps issue could probably just be #if
'd out on PSM, but if you do find a need to generate mipmaps on that platform, you'll just need to implement that there next to the GL code.
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Just looked at the SoundEffectInstance code for non-SDL2 platforms... yeah, there's not much of anything there if you're not on the desktop. You're probably better off writing a stub constructor for now; if you use audio you'll be the one that gets to implement the SoundEffect API on PSM.
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I see. Stub-Constructor in place for now and i have #if'd out the Mipmap generation.
However, its never that easy.
public static GraphicsAdapter DefaultAdapter
{
get { return Adapters[0]; }
}
Returns null :/. Specficially it occurs on the initialization of the graphicsDeviceManager..
// Needs to be before ApplyChanges()
_graphicsDevice = new GraphicsDevice(GraphicsAdapter.DefaultAdapter, GraphicsProfile, presentationParameters);
from fna-mghistory.
This is where you'll want to poke at the core MonoGame team, as that is now a part of the upstream MonoGame library.
Judging by the code...
Looks like PSM needs an implementation. Depends on what the PSM GraphicsDevice needs, too.
I was actually the one that made that particular change; the difference between that and the old one is that we assume the DefaultAdapter there instead of in the GraphicsDevice itself. So my guess is, you were either going to have a problem in the GraphicsDevice or at this line.
If you get this implemented I'd be alright with keeping it in my repo, but definitely give that to upstream as well since there are probably a lot of people with this issue.
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Your SoundEffectInstance issue should now be resolved in MG-SDL2. I have also fixed the build issue for GenerateMipmaps. Your only issue at this point should now be the GraphicsAdapter, which is a general MonoGame issue.
If you can verify that the issue exists in upstream MonoGame, I can close this and the MonoGame team can help you out there. Otherwise, you'll want to find the main difference between upstream and MG-SDL2 that causes the problem.
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I'll get the latest build later on and test this out :).
--- Original Message ---
From: "Ethan Lee" [email protected]
Sent: 1 August 2013 16:13
To: "flibitijibibo/MonoGame" [email protected]
Cc: "drandell" [email protected]
Subject: Re: [MonoGame] PSM Issues (#107)
Your SoundEffectInstance issue should now be resolved in MG-SDL2. I have also fixed the build issue for GenerateMipmaps. Your only issue at this point should now be the GraphicsAdapter, which is a general MonoGame issue.
If you can verify that the issue exists in upstream MonoGame, I can close this and the MonoGame team can help you out there. Otherwise, you'll want to find the main difference between upstream and MG-SDL2 that causes the problem.
Reply to this email directly or view it on GitHub:
#107 (comment)
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I think I just fixed the PSVita GraphicsAdapter issue in MG-SDL2, so definitely try my branch... the problem might have been my fault.
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The only error i currently get with your build, commenting it out and running, my game runs perfect 💃;
public void SetVertexBuffers(params VertexBufferBinding[] binding)
{
throw new NotImplementedException("FIXME: flibit put this here.");
}
I see its not implemented but for some reason it says it can't find VertexBufferBinding or to use the proper term, "C:\Users\Daniel\Downloads\MonoGameSDL2\MonoGame.Framework\Graphics\GraphicsDevice.cs(45,45): Error CS0246: The type or namespace name 'VertexBufferBinding' could not be found (are you missing a using directive or an assembly reference?) (CS0246) (MonoGame.Framework.PSMobile)"
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Ah, yeah, that'd be my fault too. I'm adding instanced drawing to MonoGame (or, well, for OpenGL), so I had to implement the VertexBufferBinding class.
Fixed in the last revision just now.
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Great :), thanks for all your help flibit 👍
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Related Issues (20)
- shader normalmap not work HOT 3
- Can't run on machine without audio device HOT 9
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- [Keyboard] Proposal for Keyboard.GetLayoutEXT() HOT 1
- Microsoft.Xna.Framework.Input.GamePad.INTERNAL_AddInstance throws "An element with the same key already exists in the dictionary" HOT 2
- Triangle color is wrong with fairly simple shader + access violation exception HOT 7
- Unable to load a texture (.PNG) from stream HOT 9
- Initialization order mishap HOT 3
- GraphicsDeviceManager never set in Game HOT 1
- GL Object Disposal Wrappers are not thread-safe HOT 3
- DynamicSoundEffectInstance behavior incompatible with XNA4 HOT 8
- OpenGL 3.2+ Core Profile support HOT 4
- Starting game in full screen bug HOT 8
- Null reference when disposing sound effect after checking sound device exists HOT 5
- [QUESTIONS] learning, using FNA HOT 3
- More spec-compliant Touch Support HOT 34
- FNA Binary Release HOT 1
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