SFML community forums

Bindings - other languages => Python => Topic started by: shackra on April 18, 2013, 10:05:57 am

Title: using sfml.audio on Cocos2D, good idea?
Post by: shackra on April 18, 2013, 10:05:57 am
sleeeeeeeeep! Dx xd.

I just forked Cocos2D to build from there my own game engine, I noticed many things about Cocos2d (besides they sloooow development). They use pygame's audio module (http://www.cocos2d.org/doc/api/cocos.audio.SDL-module.html), OMG, they don't have spatial audio compared with SFML!.

So, among the changes that I want to do, I want to change pygame's audio module for Sonkun's SFML binding's audio module.

May I just can copy /usr/lib/python2.7/site-packages/sfml/audio.so file and place it on <project>/cocos/audio/ and start coding or I need to take care about more tough things?

cheers!
Title: Re: using sfml.audio on Cocos2D, good idea?
Post by: Sonkun on April 26, 2013, 05:19:27 am
The audio module relies on the system module, so theoretically, you'd need to copy the system.so file too.

But why don't you keep them separated ? Your project would depend on pySFML and Cocos2D at a time. :)-

Does that help ?
Title: Re: using sfml.audio on Cocos2D, good idea?
Post by: shackra on April 26, 2013, 06:05:02 pm
Yes, it helps :)

But I'm doing this task using ctypes, so it's possible to ship .so/.dll within the engine. Alà Pymunk, you see? :)
Title: Re: using sfml.audio on Cocos2D, good idea?
Post by: Sonkun on April 26, 2013, 06:23:26 pm
But I'm doing this task using ctypes, so it's possible to ship .so/.dll within the engine. Alà Pymunk, you see? :)

I guess that should be possible. :)