On Tue, Aug 04, 2020 at 07:39:30PM +0200, Omar Polo wrote: > > Christian Weisgerber <na...@mips.inka.de> writes: > > > Omar Polo: > > > >> The following patch is to make audio working on games/godot via libao. > >> > >> Six years ago, Anton Yabchinskiy added a libao driver[0] to have audio > >> working on OpenBSD, but a year later[1] that code was removed. (n.b.: > >> all of this was pre godot 2.0) > > > > Frankly, if you are adding an audio module that upstream doesn't > > have, it would make more sense to support sndio directly rather > > than going through libao. That's just an extra layer. > > That was my first thought too, but after I while I gave up and gone the > libao route. I mean, adapting that old driver to work with new version > was, like, 10-15 minutes of work? Then I got the audio working and I > was happy, and I've simply ignored the bloat. > > However, I've reconsider that. Using the libao driver as example I > managed to build an sndio driver that works. (that's the reason of the > delay in this reply.) Kudos to who worked on sndio, the documentation > is fantastic and was a pleasure to read. The new driver should also be > more reliable than this libao hack. > > So, yeah, thanks for your comment, it convinced me to give it another > try and consider this patch retired. I'll need another week or so to > find the time to complete the driver and I'll send another patch, > probably with or slightly after the incoming 3.2.3 update.
This is great news, Omar! For those curious, *.pck files can be loaded with the '--main-pack' argument for godot which avoids starting the editor/project manager. This seems to be how some, but not all, released games are packaged Godot. A few of us tested some freely available games, like Hive Time and Oddventure. Proper sound support was a huge missing peice, glad to see someone working on a sndio backend for this one! -Bryan.