[email protected] (Timo Myyrä) wrote: > Jeremie Courreges-Anglas <[email protected]> writes: > > > On Wed, Dec 19 2018, Solene Rapenne <[email protected]> wrote: > > > >> Frederic Cambus <[email protected]> wrote: > >>> On Sat, Dec 08, 2018 at 01:52:26PM +0200, Timo Myyrä wrote: > >>> > > >>> > > Also, it seems that the two patches are unnecessary? And that we can > >>> > > also remove the following line from the port Makefile? > >>> > > > >>> > > CONFIGURE_ARGS += -DFLUIDSYNTHLIB1="libfluidsynth.so" > >>> > > > >>> > > Lastly, I wonder if it wouldn't be better to link against fluidsynth, > >>> > > add audio/generaluser-gs-soundfont in RUN_DEPENDS, and finally patch > >>> > > src/gameconfigfile.cpp so it automatically finds the SoundFont banks. > >>> > > This would result in a fully functional port playing music out of the > >>> > > box, without requiring any manual fiddling. Any thoughts on this? > >>> > > > >>> > > >>> > Yeah, the patches are only there to keep fluidsynth as optional > >>> > dependency. > >>> > >>> When testing, it worked without patches both when linking against > >>> fluidsynth and when keeping it as an optional dependency. > > > > By default, ie without any patch, "libfluidsynth.so.1" is dlopened. > > This works because that's the major version currently shipped by our > > fluidsynth port: > > > > SHARED_LIBS += fluidsynth 1.0 # 6.2 > > > > Timo patched the port so that the dlopen'd name is "libfluidsynth.so" > > with no version; this allows supporting fluidsynth as an optional sound > > backend, without having to sync gzdoom with the major bumps of > > libfluidsynth. I think this is the right way to handle it. > > > >>> > The music works without fluidsynth, fluidsynth sounds a bit better. > >>> > If we add fluidsynth as mandatory dependency, how about timidity? > >>> > Thats why I added only those that are strictly needed to run the > >>> > game as dependency. The game could probably be patched so that it > >>> > only shows the available sound / music backends in the menus. > >>> > >>> I see, I was indeed able to get music playing without fluidsynth by > >>> selecting the OPL synth emulation, it wasn't enabled by default. > >>> > >>> I don't think patching the game to only show available backends would > >>> be worth it, but if it's not too much work, having OPL synth emulation > >>> be the default would be nice. > >> > >> updated tarball. > >> > >> - added stuff to pkg/README from prboom README > >> - removed BUILD_DEPENDS > >> - removed CONFIGURE_ARGS += -DFLUIDSYNTHLIB1="libfluidsynth.so" > > > > If you remove -DFLUIDSYNTHLIB1="libfluidsynth.so" then the value from > > patch-src_CMakeLists_txt is used: > > > > ... -DDYN_FLUIDSYNTH -DFLUIDSYNTHLIB1=\"libfluidsynth.so.0\" > > > > so fluidsynth support *won't* work. > > Update to gzdoom-3.7.0, upstream added jit support which requires execinfo as > build depends. > > timo
I can't start gzdoom with the last version GZDoom <unknown version> - - SDL version Compiled on Jan 1 2019 M_LoadDefaults: Load system defaults. W_Init: Init WADfiles. adding /usr/local/share/games/doom/gzdoom.pk3, 635 lumps adding /usr/local/share/games/doom/zd_extra.pk3, 132 lumps adding /usr/local/share/doom/DOOM2.WAD, 2919 lumps I_Init: Setting up machine state. CPU Vendor ID: GenuineIntel Name: Intel(R) Core(TM) i7-8550U CPU @ 1.80GHz Family 6, Model 142, Stepping 10 Features: SSE2 SSE3 SSSE3 SSE4.1 SSE4.2 HyperThreading I_InitSound: Initializing OpenAL Opened device SndIO Default EFX enabled V_Init: allocate screen. S_Init: Setting up sound. ST_Init: Init startup screen. Checking cmd-line parameters... S_InitData: Load sound definitions. G_ParseMapInfo: Load map definitions. Texman.Init: Init texture manager. ParseTeamInfo: Load team definitions. LoadActors: Load actor definitions. script parsing took 229.90 ms R_Init: Init Doom refresh subsystem. DecalLibrary: Load decals. M_Init: Init menus. P_Init: Init Playloop state. ParseSBarInfo: Loading custom status bar definition. D_CheckNetGame: Checking network game status. player 1 of 1 (1 nodes) Could not initialize SDL video: No available video device
