Jeremie Courreges-Anglas <j...@wxcvbn.org> writes:

> On Wed, Dec 19 2018, Solene Rapenne <sol...@perso.pw> wrote:
>
>> Frederic Cambus <f...@statdns.com> 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.

Hi,

Here's updated port tarball with bump to version 3.7.0.
The new version adds JIT functionality in game which requires the use of
libexecinfo for backtrace / backtrace_symbols functions.

Note that I can't playtest this currently, my e485 doesn't have audio nor
graphics drivers for this port so testing would be welcome.

timo

* Would dialogs be needed?
  Now gzdoom must be started from cli as it polls which WAD to use on
  it. Graphical menu items / dmenu etc. won't have a way to ask the WAD file to
  use.

  GTK flavor so menu can be seen

* Dependency listing

  sdl2 is LIB_DEPENDS and it pulls in libsamplerate and libsndfile so are those
  worth listing in BUILD_DEPENDS?

* Dynamic loading of fluidsynth

  this requires some extra setup and is optional dependency so I think this

  the CMakeLists.txt patching should be improved a bit

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