Comments (10)
Hey @2shady4u !
Thank you for the bug report.
It seems we are not managing ressource path properly.
I think problematic code is here:
https://github.com/utopia-rise/fmod-gdnative/blob/6c71f3f030243836e7ac177ee981690ecccddd08/src/godot_fmod.h#L20
Maybe we will have difficulty to pass ressource path to fmod. IIRC we had a discussion with @CedNaru few months ago about this.
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Small addendum/update: If I copy the assets folder next to the exported EXE. Everything works...
However, Fmod should be able to use the banks and ogg that are present in the PCK instead? 🤔
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Having the files next to the .exe is how I proceed.
That plugin is just a bridge to FMOD, so FMOD itself can't access files the same way Godot does.
"res://" paths for FMOD objects are renamed to standard relative paths, It's just a trick I added so people are able to unify the paths with other godot ressources, but maybe it wasn't a good idea because it can be confusing.
At it is today, I don't know how I can read inside a PCK file from Fmod.
I'm open to any kind of lead.
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One possibility I see:
-Godot File object seems to give enough control to the reading of the File with functions such as "get_buffer", 'seek".
-I never used that, but it seems that you can implement some custom File callback system for FMOD.
By using those 2 functionalities, it might be possible to implement some fallback system in the plugin that would directly interact with a Godot File Object if Fmod can't directly access it.
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Link:
Fmod File Callback
Godot File
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@CedNaru @piiertho
@fire was able to make it work for the SQLite module here:
https://github.com/godot-extended-libraries/godot-sqlite/blob/a9b699c90203989239c49eebbfc70c11fc2ac59c/sqlite.cpp#L185
(using the open_buffered()-function)
But I didn't go deeper into it so I don't know how it exactly works... But it involves the use of this particular file:
https://github.com/godot-extended-libraries/godot-sqlite/blob/master/thirdparty/sqlite/spmemvfs.h
@CedNaru Yes, having the files next to the EXE works, so I'll use that method for now.
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Feel free to ask any questions.
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I don't remember much but here's a more recent pointer. https://github.com/godot-extended-libraries/godot-sqlite/blob/master/sqlite.cpp#L218
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Is anyone actively working this one? I ran into this issue and can use the workaround for now, but will need a more robust solution at some point. If no one else is able to get to it, I may be able to devote some time on it once I've addressed the more urgent tickets for my game, but it'll probably be a bit before then
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@BrianMWest for now we did not started to work on this issue. Feel free to contribute :)
Anyway this issue needs to be resolved. We would work on it when kotlin is alpha, but if someone have time we're open to contribs :D
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Related Issues (20)
- Addon crashes when changing scenes (Godot 4 only) HOT 1
- Godot sometimes freezes when an Fmod event is created HOT 6
- Unable to load addon script from path HOT 1
- Unable to acces banks. HOT 3
- Bank explorer does not refresh when updating .bank file HOT 1
- Improve loading events by name vs. guid
- "Unable to load addon script from path" when working with Version control HOT 2
- Various script errors when building HOT 8
- Is there a way to set an FMOD event parameter by label HOT 3
- FmodEventEmitter3D only sets local position in Fmod
- 3D directional audio is backwards
- Godot 4.2 - Could not find type "FmodNative" HOT 4
- Missing Info.plist for MacOS frameworks
- Silent crash when using low level api for playing one shots on Linux HOT 1
- Bug Report: Plugin does not work in Android Debug Builds
- push_error: The requested event, parameter, bus or vca could not be found HOT 3
- Cannot change parameters on FMOD events HOT 3
- How to handle warning "No listeners are set!" HOT 9
- Odd "nonexistent function" error only in macOS export HOT 3
- How to reimport bank files HOT 1
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