Nikita Krapivin
ec2d47ac5b
Co-authored-by: Nikita Krapivin <alienoom@yandex.ru> Reviewed-on: MoonsideGames/FAudioGMS#2 Co-authored-by: Nikita Krapivin <nik@noreply.example.org> Co-committed-by: Nikita Krapivin <nik@noreply.example.org> |
||
---|---|---|
android | ||
gamemaker | ||
lib | ||
src | ||
visualc | ||
.clang-format | ||
.gitattributes | ||
.gitignore | ||
.gitmodules | ||
CMakeLists.txt | ||
LICENSE | ||
README.md |
README.md
FAudioGMS
FAudioGMS is an extension for Game Maker Studio 2 that allows Game Maker applications to utilize 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.
Detailed API documentation can be found here.
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
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.