Adds skeleton docs

main
Juju Adams 2021-11-02 20:13:44 +00:00
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<!-- _navbar.md -->
- [Releases](https://gitea.moonside.games/MoonsideGames/FAudioGMS/releases)
- [Report a bug](https://gitea.moonside.games/MoonsideGames/FAudioGMS/issues)

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- [Introduction](/)

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<!-- HOW TO & TIPS -->
<!--
UPDATING MINOR VERSIONS:
1. Just change the `latestVersion` variable to the new version.
UPDATING MAJOR VERSIONS: (for example, let's say we are upgrading from v2.4.5 -> v3.0.0)
1. Add '2.4.5' to the `otherVersions` array.
2. Update the `latestVersion` variable to '3.0.0'.
3. Rename the `latest` docs folder to '2.4.5'.
4. Create a new docs folder named 'latest' and store your v3.0.0 docs inside there.
PREVIEWING CHANGES:
- If you'd like to make future modifications to markdown files and preview them before pushing your changes,
you can do so with either Python or Node. If you have Node installed you can install Docsify with
'npm i docsify-cli -g' and then navigate to the docs folder and run 'docsify serve'. With Python you
can manually serve your docs with 'cd docs && python -m http.server 3000'.
More info: https://docsify.js.org/#/quickstart
OTHER TIPS:
- If you want a different sidebar or navbar for different versions,
you can just copy and paste the _sidebar.md or _navbar.md from the
main /docs/ folder into the version folder you'd like and modify it there.
-->
<!DOCTYPE html>
<html lang="en">
<head>
<meta charset="UTF-8" />
<title>Input Documentation</title>
<meta http-equiv="X-UA-Compatible" content="IE=edge,chrome=1" />
<meta
name="description"
content="Comprehensive cross-platform input for GameMaker 2.3 "
/>
<meta name="viewport" content="width=device-width, initial-scale=1.0, minimum-scale=1.0" />
<!-- Theme: Simple Dark -->
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<link rel="stylesheet" href="https://unpkg.com/dracula-prism/dist/css/dracula-prism.min.css" />
</head>
<body>
<div id="app"></div>
<script>
/* APP INFO */
const appName = 'FAudioGMS';
const latestVersion = '1.0.0';
const otherVersions = [];
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nameLink: false,
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relativePath: true,
auto2top: true,
footer: {
pre: '<br><hr>',
copy: '<span>' + appName + ' &copy; ' + new Date().getFullYear() + '</span>',
auth:
'by <a href="https://twitter.com/thatcosmonaut/" target="_blank">Evan Hemsley</a>' +
'<br>Docs created by <a href="https://twitter.com/faultyfunctions/" target="_blank">Faulty</a> ' +
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let pathNamespacesArray = ['/latest'];
for (const version of otherVersions) {
pathNamespacesArray.push('/' + version);
}
return pathNamespacesArray;
})(), // Run a self executed function to construct our pathNamespaces
},
namespaces: [
{
id: 'version',
values: ['latest', ...otherVersions],
optional: true,
default: 'latest',
selector: '#version-selector',
},
],
plugins: [
function (hook, vm) {
// ENSURE CLICKING THE LOGO TAKES US TO THE CORRECT VERSION DOCS
hook.doneEach(() => {
var appNameLink = Docsify.dom.find('#home-link');
if (appNameLink) {
appNameLink.href = vm.config.currentNamespace;
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e.currentTarget.click(); // Manually trigger a click event for the current target.
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hook.mounted(() => {
const versionSelector = Docsify.dom.find('#version-selector');
// CONSTRUCT DATA FOR OUR VERSION SELECTOR
const versionSelections = [];
versionSelections.push({ text: 'v' + latestVersion, value: 'latest', isDefault: true });
for (const version of otherVersions) {
versionSelections.push({
text: 'v' + version,
value: version,
isDefault: false,
});
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// POPULATE VERSION SELECTOR DROP DOWN
versionSelections.map((version, index) => {
versionSelector.options[index] = new Option(
version.text,
version.value,
version.isDefault
);
});
// COLOR THE SIDEBAR ARROWS
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.getComputedStyle(document.documentElement)
.getPropertyValue('--theme-color');
document.documentElement.style.setProperty(
'--sidebar-nav-pagelink-background-image--collapse',
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<script src="//cdn.jsdelivr.net/npm/docsify/lib/plugins/search.min.js"></script>
<script src="//unpkg.com/docsify-namespaced/dist/docsify-namespaced.min.js"></script>
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<style>
:root {
/* Theme */
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--theme-hue: 47;
--theme-saturation: 100%;
--theme-lightness: 47%;
/* Content */
--content-max-width: 62em;
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--navbar-root-padding: 5px;
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background: var(--base-background-color);
color: var(--theme-color);
border-color: var(--blockquote-border-color);
border-radius: 5px;
margin-top: 0.75em;
padding: 0 5px;
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overflow: auto;
position: relative;
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a code:hover {
color: var(--theme-color) !important;
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footer a {
text-decoration: none !important;
font-weight: bold;
}
</style>
</body>
</html>

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# FAudioGMS
FAudioGMS is an extension for Game Maker Studio 2 that allows Game Maker applications to utilize [FAudio](https://github.com/FNA-XNA/FAudio).
When using Game Maker, you might have asked yourself questions like "Why does this game engine that I paid hundreds of dollars to use have a completely broken audio engine? Why does it do broken format conversions every single time I run my game?" Well, that's a great question that I can't answer, but until YoYo Games gets their shit together I have provided this tool so that you can have a functioning audio system in your game. It can even do fancy things that GM can't normally do, like effects chains for things like reverb. Fun!
FAudioGMS expects static audio in WAV format, and streaming audio in OGG format. This saves you the pain of having the audio convert every time you build your project. It also means that you don't have a million audio files littering your top level build folder. Thanks YoYo Games!
FAudioGMS can leak memory if used improperly, so keep track of your sound instances and use the one-off static play feature for sounds that don't need to change over time.
As a final addendum, if the YoYo Games circus needs a new clown for tasks like fixing the audio engine that's been mostly broken for a decade, I am a highly skilled programmer and I work for competitive rates. You know where to find me.
## Usage
If you are on Windows, make SURE "Use x64 Windows runtime" is checked under Game Options -> Windows!
Place your audio files in Included Files. The `.yymps` has an example structure.
Make sure the `AUDIO` object is created once at the start of your game.
You can use the documented wrapper functions included in the `.yymps` to control audio,
or you can just use the C API directly and wrap it yourself.
## Platforms
FAudio itself is cross-platform and has been deployed by hundreds of games across many platforms.
FAudioGMS intends to support all the platforms that FAudio does,
but I need to get around to personally building and testing it for these platforms.
I will not be supporting 32-bit Windows. Catch up to 2004 and switch to 64-bit.
### Tested
- Windows (64-bit)
- Linux
- Android (I will not help you if it breaks, sorry, Android sucks, ask Nik if you need help)
### Theoretical
- OSX
- Nintendo Switch
- Xbox One
- iOS
### Not Supported
- Windows (32-bit)
- HTML5 (if someone wants to try this go ahead but I'm not touching that garbage with a 10 foot pole)
## Dependencies
FAudioGMS depends on FAudio (obviously) and SDL2. We avoid directly depending on the C runtime.
## Building
### Windows
Open the project contained in the `visualc` directory in Visual Studio and build.
### OSX/Linux
```sh
cmake -DCMAKE_EXPORT_COMPILE_COMMANDS=ON -DCMAKE_C_COMPILER=/usr/bin/clang -S . -B ./build
cd ./build
make
```
### Console Platforms
You will need to show proof of NDA to obtain SDL source for your platform.
## License
This library is licensed under the zlib license. See LICENSE file for details.