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I definitely want to also keep the .vcxproj + .sln files for XRsound -- I use those to build and debug XRSound. I'm happy to update both the .vcxproj files and the CMake files for XRSound going forward if/when I add or remove source files. (y)
As for the trigger_sound_build_cmake branch, the...
BTW you don't have to use CMake instead of Visual Studio projects and solution files. XRSound 3.0, which is now built as part of the Orbiter build process, still has a Visual Studio 2019 project file and solution file so that people can still build it easily on its own. Martin's first approach...
Good news here @martins! I believe what happened before was that I was in the wrong Orbiter folder on my local system -- on the second test, I believe I was in my old cloned repo folder that was not a clean fetch, but was just an update of the previous Orbiter repository folder (sorry about...
Unchecking "ORBITER_MAKE_DOC" fixed the build failing, thanks!! However, although I still have "ORBITER_BUILD_XRSOUND" checked, when I do a "Rebuild All" now, it's not building XRSound at all from what I can tell, and no XRSound.dll, XRSound.lib, or XRSoundD.lib are copied to their install...
Thanks for your work on this! Here's what I did:
Cloned the branch "trigger_sound_build_cmake" into a clean folder.
Opened the folder in VS 2019.
Clicked Project | Configure Orbiter.
Set the IRRKLANG_DIR property to D:\irrKlang_x64.
Clicked Project | Configure Orbiter again.
Click Build |...
Regarding the Orbiter x64 core build process, which build target updates Orbiter.lib and Orbitersdk.lib in the output folder out\build\x64-Debug\Orbitersdk\lib?. (Or were those files just created when I extracted the D3D9 binaries package to get a graphics client working in x64?) When I do a...
Absolutely! All they will do is uncheck the XRSound module and then check the OrbiterSound module in the Launchpad. They can also manually install a SoundBridge if they want, although I'm still hopeful that we can add Face's SoundBridge to the Orbiter repository as well so that users will have...
More news here! After an invitation from Martin, XRSound is now a direct part of the Orbiter repository here: https://github.com/orbitersim/orbiter/tree/main/Sound/XRSound. The eventual plan from a short chat with Martin is that the Orbiter core will define a sound API for features common to...
I feel your pain about Git. I've been using it at work for a few years now, but I still much prefer using a GUI for it 95% of the time. There are some free ones out there, but FWIW, I quite like Tower. (y)
Ah yes, the XR vessels use the Sketchpad to render the HUD, at a minimum. However, the XR vessels also make many calls to oapiBlt, and that is part of the GDI, correct? Is there an alternative to that besides the "2D mesh" approach? Granted, I haven't dug into the 2D mesh approach, but it looks...
If we get rid of GDI, that would indeed break a lot of existing add-ons. Is there any sort of migration path to render text or graphics without the GDI? Are there any open-source toolkits for that? It would be a lot of work to migrate off GDI, but I'm willing to tackle it for the XR vessels if I...
I like the beep change, for sure! The others are a bit subjective (e.g., the new scrams sound harsh to me), lol. In any case, I love the idea of having multiple sound packs users could choose from and use -- we could even bundle them all into the main XRSound zip.
What is the downside to simply pulling the D3D9 client code tree as-is into a new folder inside the existing Orbiter repository? D3D9 could still be built via a separate Visual Studio project, or even a separate VS solution. The end result would still be a single binary package of Orbiter with...
I have the x64 build of XRSound working now (thanks to Jarmonik for uploading an x64 binary package for the Orbiter core and the D3D9 client so I could test XRSound x64!). ?
EDIT:
Beta binaries of XRSound 3.0 are now available for download on GitHub for both 32-bit and 64-bit Orbiter. I want to...
BTW any chance you could upload a Debug build of these libraries? I'm working on linking XRSound x64 with Orbiter, and I have the x64 release build of XRsound working now (w00t!), but I'd like to link with and test the Debug version, too. :)
Thanks for this!! Once I extracted that binary package to my orbiter\out\build\x64-Debug folder (with Replace All) and activated the D3D9 module, everything worked! Still don't know what caused the original error, though, because orbiter\out\build\x64-Debug already had LuaInline.dll in it (but...
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