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.

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