Author Topic: "Testing, Testing, One, Two ..." (new sound code)  (Read 66653 times)

0 Members and 1 Guest are viewing this topic.

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Minecraft
    • Steam
    • Twitter
    • ModDB Feature
Re: "Testing, Testing, One, Two ..." (new sound code)
Actually, as we have a diff now, to test it's Mac abilities (since I'm pretty sure it works in linux) I was going to go ahead and put this into Antipodes.

This will also help with Profiling the code and running Team "Analyze" on it as well.

If you'd rather I didn't, I won't as it is your code, but I think it'll provide the fastest turn around time and the fullest development in it.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline taylor

  • Super SCP/Linux Guru
  • Moderator
  • 212
    • http://www.icculus.org/~taylor
Re: "Testing, Testing, One, Two ..." (new sound code)
Actually, as we have a diff now, to test it's Mac abilities (since I'm pretty sure it works in linux) I was going to go ahead and put this into Antipodes.

This will also help with Profiling the code and running Team "Analyze" on it as well.

If you'd rather I didn't, I won't as it is your code, but I think it'll provide the fastest turn around time and the fullest development in it.
That's fine with me.  I was going to ask someone to test it under OS X anyway.  I'll keep up with any changes that you make to it in Antipodes, just please don't commit it to trunk.  I'll take care of that once the code is truly finalized.

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Minecraft
    • Steam
    • Twitter
    • ModDB Feature
Re: "Testing, Testing, One, Two ..." (new sound code)
Roger that.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline castor

  • 29
    • http://www.ffighters.co.uk./home/
Re: "Testing, Testing, One, Two ..." (new sound code)
I noticed this too, when flying along the hull of a capship while rolling around the forward axis. As I roll on, the sound from the capship engines wobbles a lot more than one would expect.
Doppler is supposed to be disabled for capship engine sounds.  If it's not then it's a bug.  I'll give it a check to make sure it's set properly.
Ok. Btw, something I forgot to mention earlier, it only happens if player ship is in motion (camping besides a capship and rolling won't produce the effect).

 

Offline taylor

  • Super SCP/Linux Guru
  • Moderator
  • 212
    • http://www.icculus.org/~taylor
Re: "Testing, Testing, One, Two ..." (new sound code)
Ok. Btw, something I forgot to mention earlier, it only happens if player ship is in motion (camping besides a capship and rolling won't produce the effect).
Yeah, the formula is based on the position and velocity of both the source and the listener, so as long as just one is moving it will produce the effect.

But, after checking the code it did turn out that doppler was not disabled for capital ships when it should have been.  I had made intended to fix that for this recent build, but apparently I made that change while in desperate need of sleep because I managed to screw up both the doppler disable and the attenuation rolloff for 3d sounds. :rolleyes:

So that turned out to just be a code bug.  It shouldn't be a problem in future builds though. :)

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Minecraft
    • Steam
    • Twitter
    • ModDB Feature
Re: "Testing, Testing, One, Two ..." (new sound code)
Committed to Antipodes in 5933, with The E's FRED fix in 5934.

Added MSVC 6 and 2005 changes for compiling, leaving Mac OS-X project changes for compiling.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline taylor

  • Super SCP/Linux Guru
  • Moderator
  • 212
    • http://www.icculus.org/~taylor
Re: "Testing, Testing, One, Two ..." (new sound code)
Looks like a couple of file changes are missing from that commit (may have been mistakes in the patch):
"code/sound/openal.h" was added
"code/directx/vdsound.lib" was removed

It appears that the project files have the full changes, it's just that those two file changes were not made to SVN.

 

Offline Axem

  • 211
Re: "Testing, Testing, One, Two ..." (new sound code)
Tried out the new build, the effects slider seems like it has a more noticeable effect (I don't know if you did anything, maybe its just me. Though its still not as quiet from the original sound engine on the second lowest setting). But my comment about the sounds being louder is still sort of there. I think part of it might be before you just had about one sound being played at a time, but now that you have like 30 sounds playing at the same time so all their loudness adds up and drowns out the background.

But I did some investigating and its probably the music I was using. It's relatively quiet compared to what's normally in game and after listening to something like Forced Entry in BP, the music there isn't drowned out at all. I guess its off to the audio editor with me.

So I'll withdraw my complaint and give you a new one. :p I find that if a sound goes from left to right, like if I roll near a capship, the sound goes quite abruptly from the left channel to the right. It doesn't sound like its gradually going from one channel to another. (Using headphones to test all this btw)

  

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: "Testing, Testing, One, Two ..." (new sound code)
The OpenAL stuff, does it have any sort of built in support for telling it what the listening mode is, or does it just take that from the OS somehow, or what?  Like headphones vs 7.1 vs 2channel speakers (headphones and 2channel speakers can be very different)
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Minecraft
    • Steam
    • Twitter
    • ModDB Feature
Re: "Testing, Testing, One, Two ..." (new sound code)
Looks like a couple of file changes are missing from that commit (may have been mistakes in the patch):
"code/sound/openal.h" was added
"code/directx/vdsound.lib" was removed

It appears that the project files have the full changes, it's just that those two file changes were not made to SVN.

Fixored. No idea why that took place, since the data is in the patch, but the work machine just failed to fully follow through.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline taylor

  • Super SCP/Linux Guru
  • Moderator
  • 212
    • http://www.icculus.org/~taylor
Re: "Testing, Testing, One, Two ..." (new sound code)
The OpenAL stuff, does it have any sort of built in support for telling it what the listening mode is, or does it just take that from the OS somehow, or what?  Like headphones vs 7.1 vs 2channel speakers (headphones and 2channel speakers can be very different)
I think that it gets the defaults from the OS, but it can be overridden by a config file.  That is with OpenAL-Soft at least, not sure exactly what Creative's stuff does but it's probably about the same.  Looking at one of the files in OpenAL-Soft I see that the DirectSound back-end does read the DS config by default and then override it with the user settings if they exist.  So, I'm assuming that it will use whatever speaker config you have set in the control panel on Windows by default.  And I'm betting that Creative's version does the same thing.

And I'm thinking that is the cause of Axem's new issue, it's just isn't set for 2-channel/headphones/whatever.

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Minecraft
    • Steam
    • Twitter
    • ModDB Feature
Re: "Testing, Testing, One, Two ..." (new sound code)
And, double post because it is relevant.

Fun Time with Warnings; the following output occurs on building Debug builds in MSVC 2008 Team:
Code: [Select]
5>d:\scp\builds\antipodes\code\sound\acm.cpp(188) : warning C4244: '=' : conversion from 'int' to 'short', possible loss of data
5>d:\scp\builds\antipodes\code\sound\acm.cpp(512) : warning C4244: '=' : conversion from 'int' to 'ushort', possible loss of data
5>d:\scp\builds\antipodes\code\sound\dscap.cpp(222) : warning C4018: '<' : signed/unsigned mismatch

The most important one there is the signed/unsigned as that may be multiplatform (all of them that I have seen have been at least)

The following occur on Analyze (preFAST) output on Debug (also MSVC 2008 Team):
Code: [Select]
1>d:\scp\builds\antipodes\code\sound\sound.cpp(481) : warning C6011: Dereferencing NULL pointer 'gs': Lines: 469, 470, 472, 474, 477, 479, 481
1>d:\scp\builds\antipodes\code\sound\sound.cpp(556) : warning C6011: Dereferencing NULL pointer 'gs': Lines: 543, 544, 545, 546, 547, 549, 552, 554, 556
1>d:\scp\builds\antipodes\code\sound\sound.cpp(665) : warning C6011: Dereferencing NULL pointer 'gs': Lines: 653, 654, 655, 657, 658, 660, 663, 665
1>d:\scp\builds\antipodes\code\sound\sound.cpp(740) : warning C6011: Dereferencing NULL pointer 'gs': Lines: 726, 727, 728, 730, 732, 735, 737, 740
1>d:\scp\builds\antipodes\code\sound\rtvoice.cpp(578) : warning C6386: Buffer overrun: accessing 'Rtv_output_buffers', the writable size is '8' bytes, but '16' bytes might be written: Lines: 567, 568, 570, 571, 573, 578
1>d:\scp\builds\antipodes\code\sound\rtvoice.cpp(579) : warning C6385: Invalid data: accessing 'Rtv_output_buffers', the readable size is '8' bytes, but '16' bytes might be read: Lines: 567, 568, 570, 571, 573, 578, 579
1>d:\scp\builds\antipodes\code\sound\rtvoice.cpp(590) : warning C6385: Invalid data: accessing 'Rtv_output_buffers', the readable size is '8' bytes, but '-16' bytes might be read: Lines: 588, 590
1>d:\scp\builds\antipodes\code\sound\rtvoice.cpp(611) : warning C6385: Invalid data: accessing 'Rtv_output_buffers', the readable size is '8' bytes, but '-16' bytes might be read: Lines: 609, 611
1>d:\scp\builds\antipodes\code\sound\rtvoice.cpp(612) : warning C6386: Buffer overrun: accessing 'Rtv_output_buffers', the writable size is '8' bytes, but '-16' bytes might be written: Lines: 609, 611, 612
1>d:\scp\builds\antipodes\code\sound\ds.cpp(693) : warning C6011: Dereferencing NULL pointer 'si': Lines: 661, 662, 663, 667, 668, 673, 674, 676, 677, 678, 679, 680, 681, 685, 686, 687, 688, 689, 692, 693
1>d:\scp\builds\antipodes\code\sound\ds.cpp(809) : warning C6011: Dereferencing NULL pointer 'final_size': Lines: 661, 662, 663, 667, 668, 673, 674, 676, 677, 678, 679, 680, 681, 685, 686, 687, 688, 689, 692, 693, 694, 695, 696, 697, 709, 786, 788, 789, 791, 792, 808, 809
1>d:\scp\builds\antipodes\code\sound\acm.cpp(320) : warning C6011: Dereferencing NULL pointer 'pwfxSrc': Lines: 319, 320
1>d:\scp\builds\antipodes\code\sound\acm.cpp(434) : warning C6011: Dereferencing NULL pointer 'dest_len': Lines: 319, 320, 321, 322, 323, 325, 327, 328, 330, 331, 332, 334, 335, 336, 338, 339, 340, 341, 343, 352, 353, 356, 364, 365, 366, 369, 370, 371, 372, 373, 374, 375, 377, 378, 381, 382, 384, 390, 391, 394, 395, 396, 399, 403, 413, 415, 416, 420, 422, 424, 434
1>d:\scp\builds\antipodes\code\sound\acm.cpp(450) : warning C6011: Dereferencing NULL pointer 'pwfxSrc': Lines: 449, 450
1>d:\scp\builds\antipodes\code\sound\acm.cpp(514) : warning C6011: Dereferencing NULL pointer 'stream': Lines: 449, 450, 451, 453, 455, 457, 458, 459, 461, 462, 464, 470, 471, 472, 475, 476, 477, 478, 479, 480, 481, 483, 484, 487, 488, 490, 496, 497, 500, 507, 509, 510, 511, 512, 513, 514
1>d:\scp\builds\antipodes\code\sound\acm.cpp(526) : warning C6011: Dereferencing NULL pointer 'str': Lines: 524, 525, 526
1>d:\scp\builds\antipodes\code\sound\acm.cpp(540) : warning C6011: Dereferencing NULL pointer 'str': Lines: 534, 535, 540
1>d:\scp\builds\antipodes\code\sound\acm.cpp(551) : warning C6011: Dereferencing NULL pointer 'str': Lines: 545, 546, 551
1>d:\scp\builds\antipodes\code\sound\acm.cpp(574) : warning C6011: Dereferencing NULL pointer 'str': Lines: 556, 557, 558, 559, 561, 562, 563, 565, 567, 568, 569, 571, 574
1>d:\scp\builds\antipodes\code\sound\acm.cpp(582) : warning C6011: Dereferencing NULL pointer 'dest_len': Lines: 556, 557, 558, 559, 561, 562, 563, 565, 567, 568, 569, 571, 574, 575, 576, 579, 582
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Minecraft
    • Steam
    • Twitter
    • ModDB Feature
Re: "Testing, Testing, One, Two ..." (new sound code)
When running SSE2 INF Debug build in windowed mode, I focus out of FSO (which pauses it)

When I click back on the still paused FSO, I get a brief audio playback of the mainhall music as if it's still being tracked and looped in memory.

EDIT: Followup:

Unhandled Exception at 0x00000000 in fs2_open_ant_6d_inf_sse2.exe:
0xC00000005:
Access violation reading location: 0x00000000

(break into debugger, returns to here:)
ds.cpp
line 1765

Action performed: Calling in a support ship

Data in log:
Loaded TC_help.wav
playing head Head-CM2c for Command
ANI Head-CM2c.ani with size 160x120 (6.3% wasted)

Mission: Player Ship: Ulysses. Default Retail Loadout
Additional Ships: GTCv Deimos named 'Test", goes nowhere, does nothing, set as "Escort" to test script (which is off)
Support Ships Allowed: Yes
« Last Edit: February 23, 2010, 12:16:31 am by Zacam »
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Mehrpack

  • 28
  • Flying Monkey
Re: "Testing, Testing, One, Two ..." (new sound code)
hi,
sound really nice, but i have a problem.
everytime if is there a normal radiomessage (with audio or without audio make no different) played the game immediately freeze.
i tried it medias and without medias, some mods and with both release and the debugbilds, everytime the same, as far theres a message = freeze.
it didnt freeze if there a message with the blue font, like in at the training on the start of the freespace 2 main campaine.

the 3.6.12 RC1 runs without problem.

my soundcard is a: Creative X-FI Titanium PCIe
latest openal driver and creative driver are installed.

the rest of the system: Vista 64 Bit, Geforce GTX 280, Intel Core-i7 920 and 6 GB Ram.

Mehrpack


[attachment deleted by admin]
Nobody is Perfect.
attention: this english is dangerours and terrible, runaway so fast you can!

 

Offline taylor

  • Super SCP/Linux Guru
  • Moderator
  • 212
    • http://www.icculus.org/~taylor
Re: "Testing, Testing, One, Two ..." (new sound code)
(break into debugger, returns to here:)
ds.cpp
line 1765
Can you verify that line is a call to alGetBufferiv()?  And can you post the OpenAL init section of your debug log too.


everytime if is there a normal radiomessage (with audio or without audio make no different) played the game immediately freeze.
I think that this is related to the crash that Zacam reported.  I can't really explain why it crashes/freezes because of that function but I made a couple of changes to see if it makes a difference and I'll put out an updated build in the next 10-12 hours.  Hopefully whatever the problem is will be worked out then.

 

Offline Zacam

  • Magnificent Bastard
  • Administrator
  • 211
  • I go Sledge-O-Matic on Spammers
    • Minecraft
    • Steam
    • Twitter
    • ModDB Feature
Re: "Testing, Testing, One, Two ..." (new sound code)
Code: [Select]
Initializing OpenAL...
  OpenAL Vendor     : Creative Labs Inc.
  OpenAL Renderer   : SB X-Fi Audio [AC00]
  OpenAL Version    : OpenAL version 1.1

  Available Playback Devices:
    SB X-Fi Audio [AC00]  *default*
    Generic Software on Speakers (3- Creative SB X-Fi)
    Generic Software on SPDIF Out (3- Creative SB X-Fi)

  Available Capture Devices:
    Microphone (3- Creative SB X-Fi  *default*
    "What U Hear" (3- Creative SB X
    Digital-In (3- Creative SB X-Fi
    Line-In (3- Creative SB X-Fi)
    Auxiliary (3- Creative SB X-Fi)

  Sample rate: 48000 (44100)
  EFX enabled: NO
  Playback device: SB X-Fi Audio [AC00]
  Capture device: Microphone (3- Creative SB X-Fi
... OpenAL successfully initialized!
Failed to init speech
Initializing OpenGL graphics device at 1024x768 with 32-bit color...

This happened both on you provided build and on one I did with (so far only) sound.cpp's dereference warnings resolved.
Report MediaVP issues, now on the MediaVP Mantis! Read all about it Here!
Talk with the community on Discord
"If you can keep a level head in all this confusion, you just don't understand the situation"

¤[D+¬>

[08/01 16:53:11] <sigtau> EveningTea: I have decided that I am a 32-bit registerkin.  Pronouns are eax, ebx, ecx, edx.
[08/01 16:53:31] <EveningTea> dhauidahh
[08/01 16:53:32] <EveningTea> sak
[08/01 16:53:40] * EveningTea froths at the mouth
[08/01 16:53:40] <sigtau> i broke him, boys

 

Offline Mehrpack

  • 28
  • Flying Monkey
Re: "Testing, Testing, One, Two ..." (new sound code)
[...]I think that this is related to the crash that Zacam reported.  I can't really explain why it crashes/freezes because of that function but I made a couple of changes to see if it makes a difference and I'll put out an updated build in the next 10-12 hours.  Hopefully whatever the problem is will be worked out then.

hi,
thx, ok.
will test it out after you release it :).

Mehrpack
« Last Edit: February 23, 2010, 10:49:36 am by Mehrpack »
Nobody is Perfect.
attention: this english is dangerours and terrible, runaway so fast you can!

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: "Testing, Testing, One, Two ..." (new sound code)
Quote
[11:35]  <chief1983> here's the highlights from the xcode build as far as I can tell
[11:35]  <chief1983> http://fsscp.pastebin.com/V6APMBdX
[11:36]  <chief1983> and the full log
[11:36]  <chief1983> http://fsscp.pastebin.com/NASj6XSA
[11:36]  <chief1983> enjoy
[11:36]  <chief1983> oh one more thing
[11:37]  <chief1983> http://swc.fs2downloads.com/files/XcodeAudioPatch.diff

Might as well put that here too, in case Taylor has any ideas.  Not sure if the changes you've made affect this or not, this is with the latest stuff we managed to get into Antipodes, which is compiling for Windows.  I believe I added the files correctly to the project.
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays

 

Offline taylor

  • Super SCP/Linux Guru
  • Moderator
  • 212
    • http://www.icculus.org/~taylor
Re: "Testing, Testing, One, Two ..." (new sound code)
Might as well put that here too, in case Taylor has any ideas.  Not sure if the changes you've made affect this or not, this is with the latest stuff we managed to get into Antipodes, which is compiling for Windows.  I believe I added the files correctly to the project.
code/sound/audiostr.cpp is missing from the project (or is set to not build).  Adding that should fix things again.

 

Offline chief1983

  • Still lacks a custom title
  • Moderator
  • 212
  • ⬇️⬆️⬅️⬅️🅰➡️⬇️
    • Minecraft
    • Skype
    • Steam
    • Twitter
    • Fate of the Galaxy
Re: "Testing, Testing, One, Two ..." (new sound code)
That's odd.  Wasn't removed by me, or listed as added/removed in the Windows one.  I'll add it and update.

Odd, I noticed that dscap was inserted but not set to build for 'code' either, and sure enough, just adding audiostr.cpp still had the following:

Code: [Select]
Ld build/FS2_Open.build/Release/FS2_Open.build/Objects-normal/i386/FS2_Open normal i386
    cd /Users/cliffgordon/fs2_antipodes/projects/Xcode
    setenv MACOSX_DEPLOYMENT_TARGET 10.4
    /Developer/usr/bin/g++-4.0 -arch i386 -isysroot /Developer/SDKs/MacOSX10.4u.sdk -L/Users/cliffgordon/fs2_antipodes/projects/Xcode/build/Release -L/Users/cliffgordon/fs2_antipodes/projects/Xcode/build/Debug -F/Users/cliffgordon/fs2_antipodes/projects/Xcode/build/Release -FFrameworks -filelist /Users/cliffgordon/fs2_antipodes/projects/Xcode/build/FS2_Open.build/Release/FS2_Open.build/Objects-normal/i386/FS2_Open.LinkFileList -mmacosx-version-min=10.4 -dead_strip -framework SDL -lSystemStubs -framework Cocoa -framework OpenGL -framework GLUT -framework OpenAL -framework SDL -ljpeg -lcode -llua -lpng -lzlib -framework Ogg -framework Vorbis -framework Theora -o /Users/cliffgordon/fs2_antipodes/projects/Xcode/build/FS2_Open.build/Release/FS2_Open.build/Objects-normal/i386/FS2_Open

Undefined symbols:
  "dscap_start_record()", referenced from:
      rtvoice_start_recording(void (*)(), int)in libcode.a(rtvoice.o)
  "dscap_close()", referenced from:
      snd_close()    in libcode.a(sound.o)
  "dscap_max_buffersize()", referenced from:
      rtvoice_get_data(unsigned char**, int*, int*, double*, unsigned char**, int*)in libcode.a(rtvoice.o)
  "dscap_get_raw_data(unsigned char*, unsigned int)", referenced from:
      rtvoice_get_data(unsigned char**, int*, int*, double*, unsigned char**, int*)in libcode.a(rtvoice.o)
  "dscap_stop_record()", referenced from:
      rtvoice_stop_recording()     in libcode.a(rtvoice.o)
      rtvoice_start_recording(void (*)(), int)in libcode.a(rtvoice.o)
      rtvoice_close_recording()     in libcode.a(rtvoice.o)
  "dscap_supported()", referenced from:
      rtvoice_start_recording(void (*)(), int)in libcode.a(rtvoice.o)
  "dscap_release_buffer()", referenced from:
      rtvoice_close_recording()     in libcode.a(rtvoice.o)
ld: symbol(s) not found
collect2: ld returned 1 exit status

Gonna see what happens when I add dscap.cpp too.  How'd this work before, or what's going on here?

Yup adding dscap.cpp to the code target (was already tracked by the project like audiostr.cpp) took care of it, builds now.  Xcode project in antipodes should work for anyone curious.
« Last Edit: February 23, 2010, 03:45:17 pm by chief1983 »
Fate of the Galaxy - Now Hiring!  Apply within | Diaspora | SCP Home | Collada Importer for PCS2
Karajorma's 'How to report bugs' | Mantis
#freespace | #scp-swc | #diaspora | #SCP | #hard-light on EsperNet

"You may not sell or otherwise commercially exploit the source or things you created based on the source." -- Excerpt from FSO license, for reference

Nuclear1:  Jesus Christ zack you're a little too hamyurger for HLP right now...
iamzack:  i dont have hamynerge i just want ptatoc hips D:
redsniper:  Platonic hips?!
iamzack:  lays