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macos editor support #53
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Might be a problem with the scons file, but admittedly I don't have a Mac to test this with. if env["platform"] == "macos":
library = env.SharedLibrary(
"project/addons/godot-steam-audio/bin/godot-steam-audio{0}{1}.framework/godot-steam-audio.{0}.{1}".format(env["suffix"], env["SHLIBSUFFIX"]),
source=sources,
)
else:
library = env.SharedLibrary(
"project/addons/godot-steam-audio/bin/godot-steam-audio{}{}".format(env["suffix"], env["SHLIBSUFFIX"]),
source=sources,
) ? |
This is how I made it to build the macos binary with required path: valid_path = "project/addons/godot-steam-audio/bin/libgodot-steam-audio.macos.template_debug.universal.framework/libgodot-steam-audio.macos.template_debug.universal.dylib"
suffix = env["suffix"]
lib_suffix = env["SHLIBSUFFIX"]
# suffix: .macos.template_debug.universal
print("suffix: ", suffix)
# lib_suffix: .dylib
print("lib_suffix: ", lib_suffix)
# Link flags and libraries based on the building platform
if env["platform"] == "linux":
# NOTHING HAS BEEN CHANGED HERE
elif env["platform"] == "macos":
macos_lib_path = "project/addons/godot-steam-audio/bin/libgodot-steam-audio%s.framework/libgodot-steam-audio%s%s" % (suffix, suffix, lib_suffix)
# Assert we constructed the path correctly
if (not macos_lib_path == valid_path):
print("Required path: ", valid_path)
print("Actual path: ", macos_lib_path)
raise Exception("The path to the library is not correct. Please check the path in SConstruct")
library = env.SharedLibrary(
macos_lib_path,
source=sources,
)
else:
library = env.SharedLibrary(
"project/addons/godot-steam-audio/bin/godot-steam-audio%s%s" % (suffix, lib_suffix),
source=sources,
)
Default(library) And changed this line in
This is the error message after previous actions:
The original Steam Audio macos binary's size is around 26 MB. Seems like something is compiling wrong to me, but I have a no experience with Godot or Steam Audio sources. If you have any clues on what might be wrong here, I'll be happy to test your ideas on my mac. After everything will be compiled successfully, I would provide you a macos Godot executable. Thanks! |
The steam audio and godot-steam-audio binaries are different and both must be provided (in Win/Linux, they’re both in the same folder). You may just need to place the SteamAudio binary in the same folder. |
I tried placing The log output hasn't changed. |
I managed to run Godot with SteamAudio components!These are the steps I did:
elif env["platform"] == "macos":
env.Append(LIBPATH=["src/lib/steamaudio/lib/macos-x64"])
env.Append(LIBS=["libphonon.dylib"])
macos_lib_path = "project/addons/godot-steam-audio/bin/libgodot-steam-audio%s.framework/libgodot-steam-audio%s%s" % (suffix, suffix, lib_suffix)
library = env.SharedLibrary(
macos_lib_path,
source=sources,
)
After that the previous errors are gone and editor works. But now I get an error when trying to run demo project:
|
Hm... the SteamAudio binary should stay in the same folder as libgodot-steam-audio. I was gonna suggest what you did, appending LIBS, so that's good. Try moving the binary around, if it doesn't work try |
I think there is a dynamic lib linkage problem or something like that. |
Understandable :/ it seems to be outside of this extension's scope. I'll check your PR anyway |
@EugeneVanchugov I was also getting these errors:
Then I changed the Scene Type in my |
If it helps, one other hack I had to do to get it running on mac was placing |
Opened ValveSoftware/steam-audio#380. Embree might not be enabled on Apple Silicon. |
As of right now, this addon cannot be used on macos.
Compiling this using
does not spit out the required
libgodot-steam-audio.macos.template_debug.framework
file either.Though I don't event know if it's supposed to or if it has to be generated with
xcodebuild
beforehand.The text was updated successfully, but these errors were encountered: