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Are you using the provided fork of Godot?
No. I'm using a mono build based on godot/master as of Feb 19, 2024 Godot Engine v4.3.dev.mono.custom_build.4799e7ebe
Godot-steam-audio version
0.1.1 (reproduced with 0.2.0)
Operating System
Windows 11
Describe the bug
Windows project exports would open with errors. The game was completely silent.
Upon exporting my project, only one dll would be present in the export directory (libgodot-steam-audio.windows.template_release.x86_64.dll). This dll seems to have a dependency for phonon.dll but that dll was not exported alongside it.
Running the exported build via PowerShell resulted in the following errors:
ERROR: Can't open dynamic library: addons/godot-steam-audio/bin/libgodot-steam-audio.windows.template_debug.x86_64.dll. Error: Error 126: The specified module could not be found..
at: (platform\windows\os_windows.cpp:396)
ERROR: Can't open GDExtension dynamic library: addons/godot-steam-audio/bin/libgodot-steam-audio.windows.template_debug.x86_64.dll
at: (core\extension\gdextension.cpp:727)
ERROR: Failed loading resource: res://addons/godot-steam-audio/bin/libgodot-steam-audio.gdextension. Make sure resources have been imported by opening the project in the editor at least once.
at: (core\io\resource_loader.cpp:276)
ERROR: Error loading extension: res://addons/godot-steam-audio/bin/libgodot-steam-audio.gdextension
at: (core\extension\gdextension_manager.cpp:234)
I was able to fix this by adding the phonon.dll into a new [dependencies] section in the libgodot-steam-audio.gdextension:
Create new Node3D scene with SteamAudioListener and SteamAudioPlayer nodes as children
Save scene and set as project Main Scene
Open Export dialog and add a Windows Desktop preset
Point custom templates to Godot forks. Leave all other settings default
Export Project
Open exported project with PowerShell. The above errors should be visible in the console
Expected behavior
No errors should be visible in the console, Spatial audio should play in-game.
Example project, code snippet, or screenshots
See above description
Additional context
The above fix solved the issue for me. I would've submitted a PR but I'm not sure what the other .dlls do and if they should be added to the dependencies section. Same with their relation to the other export platforms.
The text was updated successfully, but these errors were encountered:
Thanks for this! I've tested the analogous changes on Linux and added them. I also added the other Windows .dlls since they're used in other features of SteamAudio.
Are you using the provided fork of Godot?
No. I'm using a mono build based on
godot/master
as of Feb 19, 2024Godot Engine v4.3.dev.mono.custom_build.4799e7ebe
Godot-steam-audio version
0.1.1 (reproduced with 0.2.0)
Operating System
Windows 11
Describe the bug
Windows project exports would open with errors. The game was completely silent.
Upon exporting my project, only one dll would be present in the export directory (
libgodot-steam-audio.windows.template_release.x86_64.dll
). This dll seems to have a dependency forphonon.dll
but that dll was not exported alongside it.Running the exported build via PowerShell resulted in the following errors:
I was able to fix this by adding the
phonon.dll
into a new[dependencies]
section in thelibgodot-steam-audio.gdextension
:Reproduction Steps
Node3D
scene withSteamAudioListener
andSteamAudioPlayer
nodes as childrenExpected behavior
No errors should be visible in the console, Spatial audio should play in-game.
Example project, code snippet, or screenshots
See above description
Additional context
The above fix solved the issue for me. I would've submitted a PR but I'm not sure what the other
.dll
s do and if they should be added to thedependencies
section. Same with their relation to the other export platforms.The text was updated successfully, but these errors were encountered: