Comments (6)
Unless you are using XACT and/or plan to update your MonoGame branch on at least an hourly basis, do not use the mgsdl2-xact
branch. Additionally, you'll likely get better results if you compile the assets (not just audio) with the XNA content builder from your original XNA project.
For wav files, if you must use them, I believe you can load a SoundEffect with SoundEffect.FromStream()
instead of putting up with the ContentManager.
For the deps, cd MonoGame; git submodule init; git submodule update
.
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Thank you for the reply....
I have implemented the SoundEffects.FromStream() method to load the audio files but I now get the following exception.
System.DllNotFoundException has been thrown
/usr/local/lib/libopenal.1.dylib
I have installed openal-soft and the binary is in that folder I just don't know why monogame is not seeing it.
My SDL#.dll.config files looks like this:
<dllmap dll="SDL2_image.dll" os="windows" target="SDL2_image.dll"/>
<dllmap dll="SDL2_image.dll" os="osx" target="libSDL2_image-2.0.0.dylib"/>
<dllmap dll="SDL2_image.dll" os="linux" target="libSDL2_image-2.0.so.0"/>
<dllmap dll="SDL2_mixer.dll" os="windows" target="SDL2_mixer.dll"/>
<dllmap dll="SDL2_mixer.dll" os="osx" target="/Library/Frameworks/SDL2_mixer.framework/SDL2_mixer"/>
<dllmap dll="SDL2_mixer.dll" os="linux" target="libSDL2_mixer-2.0.so.0"/>
<dllmap dll="SDL2_ttf.dll" os="windows" target="SDL2_ttf.dll"/>
<dllmap dll="SDL2_ttf.dll" os="osx" target="libSDL2_ttf-2.0.0.dylib"/>
<dllmap dll="SDL2_ttf.dll" os="linux" target="libSDL2_ttf-2.0.so.0"/>
<dllmap dll="openal32.dll" os="windows" target="openal32.dll"/>
<dllmap dll="openal32.dll" os="osx" target="/usr/local/lib/libopenal.1.dylib"/>
<dllmap dll="openal32.dll" os="linux" target="libopenal.so.1"/>
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You probably won't want to require a from-source installation of OpenAL Soft; I think you can just poke the dylib into the output directory and MonoDevelop will know to look in the game's local directory to pick up native libs. If not that (or you're using xbuild rather than MonoDevelop), it should at least be possible to run with it in the MonoKickstart environment that you'll be using in the Release version:
https://github.com/flibitijibibo/MonoKickstart
You can also shamelessly rip off one of my ports' OSX environments to run C# assemblies:
http://www.flibitijibibo.com/index.php?page=Portfolio/Ports#06_capsized.txt
(Capsized and below are all MG-SDL2 projects.)
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Ok I got it running with MonoKickstart, but even though I copied the libopenal.1.dylib to the output directory I still get the same exception.
Unhandled Exception:
System.DllNotFoundException: libopenal.1.dylib
at (wrapper managed-to-native) OpenTK.Audio.OpenAL.AL.GenBuffers (int,int*) <0x00067>
at OpenTK.Audio.OpenAL.AL.GenBuffers (int,int&) <0x00013>
at OpenTK.Audio.OpenAL.AL.GenBuffers (int) <0x0003b>
I would like to run the game from within the IDE for debugging purposes but MonoDevelop just does not seem to recognise the dylib?
I got openal-soft from here --> http://kcat.strangesoft.net/openal.html
built from source and used the libopenal.1.dylib from there, is there another way I should be doing this?
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Built as 64-bit only maybe? Note that only 32-bit Mono is downloadable from Xamarin.
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Dho! That's it...:)
Thanks for your help...really appreciate it
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