In Debug mode, the library doesn't build because the VC++ compiler flags /O2 and /RTC1 are incompatible.Yup, I didn't do much to support debug build for now. I've created an issue not to forget this.
Do you really want to use an own SFML version instead of the user's one? There might be problems if sfeMovie and the user project use different versions.Do you say this because for now building sfeMovie means building SFML too? or because sfeMovie is linked against that freshly rebuilt SFML version?
You should provide an option to link SFML statically.Hmm I may think of it but I don't like it because I don't know what would happen in case it's statically linked in sfeMovie and the user also links his/her program against a different version/mode of SFML.
When I compiled the CMake-generated INSTALL project in sfeMovie.sln, the sfeMovie and ffmpeg binaries and headers weren't copied to the install directory (only the ones from SFML were).You're right, I didn't even think of this. I created an issue for this too.
I suggest to use a bin folder for dynamic .dll files and a lib folder for .lib static/import libraries.Sounds like a good idea, although it only applies to Windows builds.
Another problem I see, even if it's not your fault and about which you probably can't do much, is the installation for Windows users. In order to play widespread movie formats, one has to rebuild ffmpeg, which requires the whole MingW/MSYS suite even when compiling on Visual Studio.Indeed FFmpeg cannot be built within Visual Studio. However I plan to check whether I can do the whole configuration process within CMake, and let Visual Studio launch a build within a MinGW shell. That way, even if the user have to install MinGW, he would just deal with known tools: CMake and Visual Studio. No more manual command line involved.
I also had to move the MSYS installation to a path without spaces, apparently in the year 2012 there are still developers not able to handle those correctly :(Could you tell me more about what went wrong when MSYS was installed to a path that contained spaces?
I have also come across a site (http://ffmpeg.zeranoe.com/builds/) which provides ffmpeg binaries for Windows, but the dev packages don't seem to offer both .lib and .dll files...But downloading both the dev and shared packages does seem to do the trick. That could be interesting. I'll have to check whether it can be used.
Do you say this because for now building sfeMovie means building SFML too? or because sfeMovie is linked against that freshly rebuilt SFML version?In Thor, I let the user specify a path to SFML, inside which the headers are included and the libraries are linked. I wonder why you do it differently... Do you think there are sfeMovie users which don't have SFML already installed?
Hmm I may think of it but I don't like it because I don't know what would happen in case it's statically linked in sfeMovie and the user also links his/her program against a different version/mode of SFML.When both used the same version (the user's one), this wouldn't be an issue.
Sounds like a good idea, although it only applies to Windows builds.True. You can pass RUNTIME and LIBRARY parameters to the CMake install() command. I did such a case differentiation in Thor/src/CMakeLists.txt:
Could you tell me more about what went wrong when MSYS was installed to a path that contained spaces?I installed it to C:\Program Files (x86)\MinGW. When I executed msys.bat, I got a popup with the message:
Windows cannot find "C:\Program". Make sure you typed the name correctly, and then try again.
In Thor, I let the user specify a path to SFML, inside which the headers are included and the libraries are linked. I wonder why you do it differently... Do you think there are sfeMovie users which don't have SFML already installed?Actually.. I think that's it, this not a good reason though. I'll change that too. I also think I did this because I wasn't using CMake as a starting point for building so specifying this path wasn't as easy (no cache, etc). You're quite right about the inclusion thing too.
When both used the same version (the user's one), this wouldn't be an issue.You're right.
I tried to link SFML statically on my side, but I got warnings because sfe::Movie inherits sf::Drawable which doesn't export its symbols when I define SFML_STATIC. When I start the program, only audio is played, the screen remains black. Unless I did something wrong, it seems like a sfeMovie user loses the choice about how to link SFML...Another user got the same issue when mixing static/dynamic linking. I'll give back the choice if I can get everything to work with CMake as starting building point.
True. You can pass RUNTIME and LIBRARY parameters to the CMake install() command. I did such a case differentiation in Thor/src/CMakeLists.txt:Thanks, good to know! :)
I installed it to C:\Program Files (x86)\MinGW. When I executed msys.bat, I got a popup with the message:Hmm ok, so this is specific to MinGW.. ok.Code: [Select]Windows cannot find "C:\Program". Make sure you typed the name correctly, and then try again.
Your FAQ doesn't list matroska, MKV or WebM in the list of supported "formats" (what I call containers), so I assumed it wasn't supported in the binary releases. Sorry for the misunderstanding!You're right, the FAQ doesn't contain the exhaustive list of supported containers, I'll fix this.
I am very familiar with video containers and codecs, and was looking for a solution that would support everything I need without royalty encumbrance. I am settling in on matroska/webm, ogg, and wav for supported containers (there will be audio-only parts to the program as well), with VP8 and theora (perhaps dirac if they fix some of the portability issues with libschroedinger) options for video and vorbis, FLAC and PCM options for audio. If embedded subtitles can be supported, I'd also like to support ASS/SSA/SRT (need to do some more research on whether patents cover any of these).As for patents, I'd be interested in your results for the subtitles formats too. And if you find reliable information about free containers/codecs, I'd be pleased to add it in the table of the Legal page (http://lucas.soltic.perso.luminy.univmed.fr/sfeMovie/legal.php) and even support these in the provided binaries if they're free.
Subtitles can be embedded in a matroska container, so if you wanted to add in support for them, that would be a good place to start. I'm not sure if WebM subset supports subtitles or not, but it is basically a subset of the Matroska container. After I've had some time to familiarize myself with sfe::Movie a bit, I may look into adding in subtitle support myself.sfeMovie can read movies that contain several video/audio/subtitle streams, but it'll always use the first one it finds (except for subtitles that are still ignored).
On a side note, how well does sfe::Movie support containers with multiple video or audio streams? It isn't important for my purposes, but you do have that possibility with mkv.
Cannot open input file 'avdevice.lib'
The procedure entry point at av_samples_copy could not be located in the dynamic link library avcodec-54.dll.
Indeed sfeMovie needs the FFmpeg .lib files in order to be built so you either have to build these libraries or get a prebuilt compatible version (sfeMovie 1.0 uses FFmpeg 0.11.1). I've been asking Zeranoe to get a link to this specific build, so if you wait a little bit you'll get binaries. Otherwise you can follow the directions on the "Getting started" page (http://lucas.soltic.perso.luminy.univmed.fr/sfeMovie/start.php).
By the way, what isn't clear about the build steps explained on this page?
I know the build process for sfeMovie is a pain at the moment but you should get it to build if you follow the directions.
Also note that I've never tested sfeMovie with VS11.
And sfeMovie cannot be compiled as static library for now.
Don't hesitate if you have any other question :) .
Ceylo
First-chance exception at 0x773d4b32 in Genesis.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x0107f0e4..
First-chance exception at 0x773d4b32 in Genesis.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x0107e8a0..
First-chance exception at 0x773d4b32 in Genesis.exe: Microsoft C++ exception: [rethrow] at memory location 0x00000000..
Unhandled exception at 0x773d4b32 in Genesis.exe: Microsoft C++ exception: std::bad_alloc at memory location 0x0107e8a0..
Hmm, make sure you're linking everything dynamically AND in release mode. sfeMovie is not provided as debug library for now.
Yes. This will prevent different versions of SFML from being loaded (although I admit this is an issue only because I explicitly link against SFML 2.0 RC), and as sfeMovie is dynamically linked to SFML, in any case you'll need to provide the SFML dlls.
What does "including a DLL" means?
Thanks Ceylo, I'll give it a try now :)Were you able to use it?
Whilst I think about it, what is the reason that sfeMovie can't be static linked?Because I preferred the user not to bother with LGPL and to avoid linking issues. Plus FFmpeg cannot be statically linked with Visual Studio libraries. So in any case you'd have to deal with FFmpeg dlls.
Hi Ceylo !What did you do and what is the error you get?
I'm new to the SFML and trying to run this sfeMovie project to my Visual Studio project.The problem i get is with the creation of the FFmpeg.I followed the provided instructions but every thing crashes on the last step in the minGW.
I'm running the file build.sh but for some reason i get the strange message that ffmped-sourse directory is missing.
Where should i put it or what i can do to generate the ffmpeg libs
Hi Ceylo !What did you do and what is the error you get?
I'm new to the SFML and trying to run this sfeMovie project to my Visual Studio project.The problem i get is with the creation of the FFmpeg.I followed the provided instructions but every thing crashes on the last step in the minGW.
I'm running the file build.sh but for some reason i get the strange message that ffmped-sourse directory is missing.
Where should i put it or what i can do to generate the ffmpeg libs
Hi, I'm also getting the same errorAccording to the screenshot, you didn't go into the sfeMovie directory (with "cd" command) before running build.sh. To make sure you are in the sfeMovie directory, just type "./build.sh windows", not "some/path/build.sh windows" and if it works, it means you're in the right directory.
I did the exact same thing as instructed on the website.
I launched mingw shell and typed ./build.sh windows in the sfeMovie directory
Then it gave me couple options and selected visual studio 2010
Then it gives that error
By the way I'm using VS 2012, will VS 2010 version work fine for VS 2012?If backward compatibility support is still the same as with VS2008 and VS2010, it won't. Thus I have to add the rule so that sfeMovie can be built with VS2012 (I'm installing it right now).
It's just a shell script, try adding some debug output of your own into, so can norrow down the comnand at which it fails. ;)
CC libavdevice/alldevices.o
CC libavdevice/avdevice.o
CC libavdevice/lavfi.o
CC libavdevice/vfwcap.o
libavdevice/vfwcap.c: In function 'vfw_read_header':
libavdevice/vfwcap.c:325:9: warning: passing argument 1 of 'av_parse_video_size' from incompatible pointer type [enabled by default]
In file included from libavdevice/vfwcap.c:25:0:
./libavutil/parseutils.h:66:5: note: expected 'int *' but argument is of type 'LONG *'
libavdevice/vfwcap.c:325:9: warning: passing argument 2 of 'av_parse_video_size' from incompatible pointer type [enabled by default]
In file included from libavdevice/vfwcap.c:25:0:
./libavutil/parseutils.h:66:5: note: expected 'int *' but argument is of type 'LONG *'
#0 5FDF0854 atioglxx!DrvGetProcAddress() (C:\Windows\SysWOW64\atioglxx.dll:??)
#1 5F54DD19 atioglxx!DrvGetProcAddress() (C:\Windows\SysWOW64\atioglxx.dll:??)
#2 5F86C8DA atioglxx!DrvGetProcAddress() (C:\Windows\SysWOW64\atioglxx.dll:??)
#3 691C43A0 sf::priv::WglContext::~WglContext() () (C:\Work\Kodbas\bin\Debug\sfml-window-2.dll:??)
#4 FFFFFFFE ?? () (??:??)
#5 772EFB62 ?? () (??:??)
#6 772F2893 ?? () (??:??)
#7 773009C8 ?? () (??:??)
#8 773008AD ?? () (??:??)
#9 749A39F7 KERNEL32!GetCurrentApplicationUserModelId() (C:\Windows\SysWOW64\kernel32.dll:??)
#10 ?? ?? () (??:??)
I started compiling around 7-8 AM GMT+1, and 14:30 it was still in the same place just ticking...Hmm.. what's weird is it should either fail or succeed, but not wait forever.
Successfully compiles! Seems to work as well, although why is it bundled with SFML sources? It creates problems since it creates 2 different versions of sfml on my system. Should be an easy fix but still.That's true for the 1.0 release, however the latest version available on the Git reposity does no more include the SFML sources and will use your own SFML version.
Well I got it to compile well, managed to make it use my own compiled SFML as well, although I get a crash on exit when using your sfe::MovieDo you get the same crash in release mode? the sfeMovie library is currently built only in release mode.
Hmm.. what's weird is it should either fail or succeed, but not wait forever.
You said it was stuck on the make call, but.. is it stuck or really slow?
As your said make --jobs=4 allows make to compiles 4 files at the same time, which will compile FFmpeg faster if your processor has 2 or 4 cores. On the other hand it'll also require 4 times the initial amount of memory, and depending on your hardware configuration it may be too much => swap to disk required => very slow compilation. But being completely stuck for 7 hours doesn't sound realistic, something else must be wrong.
As for your one-job-at-a-time fix, I don't know why it makes things work but that's good to know.
That's true for the 1.0 release, however the latest version available on the Git reposity does no more include the SFML sources and will use your own SFML version.
Do you get the same crash in release mode? the sfeMovie library is currently built only in release mode.
even more because of gitWhat do you mean?
even more because of gitWhat do you mean?
Add a global linenormalization optionIs the issue because you get LF line ending instead of CRLF or the opposite?
Add a global linenormalization optionIs the issue because you get LF line ending instead of CRLF or the opposite?
Which line ending works and which doesn't? I'm asking this because according to my tests both work on Windows.
The second point is.. I'm looking for people to help on the project! There are already a few people helping, and I'm really grateful to them. However I would like this project to move forward even quicker! So in case you feel like doing so...What kind of help do you need?
My question is aboult "Page Faults".
I examine memory and cpu usage in Windows Task Manager while the player is running. Page faults value increase 30.000 per seconds approximately.
So, at line 325 of build.sh, where you have the definition of 'args', add --disable-network before --
Sorry for the inconvenience.
Yes you should ;D As shown in your screenshot, some targets failed to build.So, at line 325 of build.sh, where you have the definition of 'args', add --disable-network before --
Did this, and it worked, and also made the sfeMovie.sln solution I needed.
So then i opened the solution, set ALL_BUILD as the StartUp project, and tried to build it.
I got errors(see picture), but again I'm not sure if I should worry about them or not.
As the main author of sfeMovie, I say I'm sorry because it's a shame that you encounter so many issues just to build the library. I wanted to make it the most simple possible to use but, as of version 1.0, there have been many issues and non-obvious steps. Hopefully the upcoming sfeMovie version fixes all the issues you got (till now). I just hope there won't be new annoying ones ;)Sorry for the inconvenience.
I should be the one apologizing to you for bothering you! I'm sorry! But seriously, you're awesome for even helping me this much, thank you!
I wanted to make it the most simple possible to use but, as of version 1.0, there have been many issues and non-obvious steps. Hopefully the upcoming sfeMovie version fixes all the issues you got (till now). I just hope there won't be new annoying ones ;)Well I hope I've helped by sharing my issues!
terminate called after throwing an instance of 'std::runtime_error'I tried to separate the other things of my app in a separate thread but still can't separate all. I tried also to put the sfeMovie player into a separated thread but I got errors from XInitThreads. Some tips of what can I do?
what(): Timer::play() - timer playing twice
I think the fit function is bugged. The fullscreen from the example provided is not working properly:This is fixed and merged to the master branch, tell me if everything is ok on your side too :)
[...]
What can I do with:Can you give a minimal code to reproduce the problem?Quoteterminate called after throwing an instance of 'std::runtime_error'I tried to separate the other things of my app in a separate thread but still can't separate all. I tried also to put the sfeMovie player into a separated thread but I got errors from XInitThreads. Some tips of what can I do?
what(): Timer::play() - timer playing twice
Hey Ceylo :)Several things you can do:
I tried with the latest v1.0
I' m on windows 7 64-bit with MinGW 4.8.2
Hey Ceylo :)Several things you can do:
I tried with the latest v1.0
I' m on windows 7 64-bit with MinGW 4.8.2
- rebuild sfeMovie from the latest Git sources, 51_MSYS branch (this branch contains fixes for MinGW)
- provide a minimal self-contained project that I can try to use to reproduce the problem
And a question: I suppose you built sfeMovie within MinGW's shell. Did you then create your application with MinGW or with Code::Blocks?
Thanks for fixing that bug :D I will try to come back with an example.setPlayingOffset() is one of the biggest pending work even if requested since a long time ago, see Seeking in the movie #6 (https://github.com/Yalir/sfeMovie/issues/6#issuecomment-48899125) if you're interested :)
Could you implement an setPlayingOffset ? I really need the function and now I noticed the is not exist...
Ok but the MinGW version shipped with QtCreator does not contain MSYS, can i download it separately, place it on the directory of my MinGW and use it on the branch?I don't know if MSYS can be installed separately. It may but it's probably easier to install the full MinGW+MSYS package to have your environment already properly set up.
Yes, i used mingw32-make inside the cmake directory. I use Qt Creator as my IDE.
Ok but the MinGW version shipped with QtCreator does not contain MSYS, can i download it separately, place it on the directory of my MinGW and use it on the branch?
Yes, i used mingw32-make inside the cmake directory. I use Qt Creator as my IDE.
PATH=d:\path\to\mingw\bin;%PATH%
msys.bat
cd "full path to the build directory you chose in CMake"
and enter.TEMPLATE = app
CONFIG += console
CONFIG -= app_bundle
CONFIG -= qt
SOURCES += main.cpp
include(deployment.pri)
qtcAddDeployment()
# SFML libs
Release:LIBS += -L$$PWD/../../../Downloads/SFML-2.1-MinGW/lib/ -lsfml-graphics -lsfml-window -lsfml-system
Debug:LIBS += -L$$PWD/../../../Downloads/SFML-2.1-MinGW/lib/ -lsfml-graphics-d -lsfml-window-d -lsfml-system-d
INCLUDEPATH += $$PWD/../../../Downloads/SFML-2.1-MinGW/include
DEPENDPATH += $$PWD/../../../Downloads/SFML-2.1-MinGW/
# sfeMovie libs
Release:LIBS += -L$$PWD/../../../Downloads/sfeMovie-Release-2.0.0-win32/lib/ -llibsfeMovie
Debug:LIBS += -L$$PWD/../../../Downloads/sfeMovie-Debug-2.0.0-win32/lib/ -llibsfeMovie-d
INCLUDEPATH += $$PWD/../../../Downloads/sfeMovie-Release-2.0.0-win32/include
DEPENDPATH += $$PWD/../../../Downloads/sfeMovie-Release-2.0.0-win32/include
# sfeMovie requires C++11
QMAKE_CXXFLAGS += -std=c++11
The debug binaries I've used are the ones available on the website.
sf::Movie movie;
movie.openFromFile("insert file");
movie.play();
while(true)
{
movie.update();
sf::Texture tex = movie.getCurrentImage();
sf::Image image = tex.copyToImage();
image.saveToFile("use a directory on your desktop");
}
I didn't forget you, was just busy moving house the past week :)
the code just gives the first image of the video. Instead of drawing it, it saves to a png. if you're ever looking to add like an openGL functionality to the library, I'd be happy to develop that btw your library is legit. I'd love to see some openGL support!!Did you run your code?
My OS PATH is:I checked the dependencies of the executable you sent and compared to mine. For some reason, your executable is requiring one more symbol in libstdc++-6.dll: InterlockedCompareExchange@12(click to show/hide)
But QtCreator has it's own Run Enviroment when executing applications, i have selected Build Enviroment for this project and that PATH is a bit different than my OS PATH:(click to show/hide)
C:\Qt\Qt5.2.1\Tools\mingw48_32\bin\
C:\Qt\Qt5.2.1\5.2.1\mingw48_32\lib
C:\Qt\Qt5.2.1\5.2.1\mingw48_32\bin
C:\Qt\Qt5.2.1\Tools\mingw48_32\bin
C:\Qt\Qt5.2.1\Tools\mingw48_32\bin\
Can you tell me how you got the PATH that is being used while running withing QtCreator?I don't really know, it's generated on it's own when selecting:
Which makes me think that while compiling you're mixing libraries.So this means the shipped version you provide is compiled with a differenct version of the runtime than the one
Can you tell me how you got the PATH that is being used while running withing QtCreator? That way I can check whether I have similar entries. And if possible you could try to do some cleaning in these paths, and keep only a path similar to what is stated on the Qt forum discussion, and rebuild the executable.
By the way I had to copy OpenAL and sndfile dlls next to the executable to get it to show the error about libstdc++-6.dll. I suppose you have both of these libraries in your PATH.Yes, they are in system32
If you use only OS PATH you'll get the same error as me I guess. What you need is a build AND run environment compatible with MinGW (I'd say the one from mingw.org as I don't know what changes Qt did bring).Can you tell me how you got the PATH that is being used while running withing QtCreator?I don't really know, it's generated on it's own when selecting:
Build Enviroment: You can select the System enviroment, or clear it and use a PATH and QTDIR only
Run Enviroment: Use Build Enviroment, System Enviroment, Clean Enviroment. On this part, it has selected
Build Enviroment whereas the System Enviroment selection contains my orignal OS PATH. Could i try this too?
You can give it a try but keep in mind that only MinGW and Visual Studio 2013 are officially supported so you could get surprises. Whatever the compiler you choose, it'll require a standard MinGW+MSYS installation to build FFmpeg that is part of sfeMovie. So not sure that is the easiest way: you'll still get some mix with the FFmpeg build environment and Qt's one. The best thing you can do is making sure that Qt's build and run environment is the same as when using directly MinGW (which is why your choice to use QtCreator is not the easiest one :P ).Which makes me think that while compiling you're mixing libraries.So this means the shipped version you provide is compiled with a differenct version of the runtime than the one
Can you tell me how you got the PATH that is being used while running withing QtCreator? That way I can check whether I have similar entries. And if possible you could try to do some cleaning in these paths, and keep only a path similar to what is stated on the Qt forum discussion, and rebuild the executable.
i have? If that's the case i could try to build sfeMovie from source?
I figured out the issue you have to re enable glEnable(GL_DEPTH_TEST);Was it disabled by your code or by SFML? From what I remember SFML has methods to save / restore OpenGL states so that your OpenGL code can run smoothly when mixed with SFML.
after playing a video!!:P
Debug: ..\src\AudioStream.cpp:171 sfe::AudioStream::onGetData() - No more audio packets, do not go further
2> make: *** [libavutil/file.o] Error 1
2> *** an error occured, aborting.
2>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(170,5): error MSB6006: "cmd.exe" exited with code 1.
resulting in 3>LINK : fatal error LNK1104: cannot open file 'FFmpeg-binaries\lib\avformat.lib'
but that's almost certainly me. Was following the Getting Started (http://sfemovie.yalir.org/latest/start.php) notes in Visual Studio 2013.1. Does the file play fine in other players?Yes, it plays fine in VLC.
2. Can you give a few lines before "make: *** [libavutil/file.o] Error 1" or the whole log if it's small?Certainly. It's quite long so I'll post the lines above the make error
...
1> CC libavutil/downmix_info.o
1> CC libavutil/error.o
1> CC libavutil/eval.o
1> C:/Users/Will/AppData/Local/Temp/ffmpeg-2.4.3/libavutil/eval.c: In function 'eval_expr':
1> C:/Users/Will/AppData/Local/Temp/ffmpeg-2.4.3/libavutil/eval.c:247:21: warning: 'av_reverse' is deprecated (declared at C:/Users/Will/AppData/Local/Temp/ffmpeg-2.4.3/libavutil/common.h:79) [-Wdeprecated-declarations]
1> p->var[0] = av_reverse[i&255]*x_max/255;
1> ^
1> CC libavutil/fifo.o
1> CC libavutil/file.o
1> In file included from C:/Users/Will/AppData/Local/Temp/ffmpeg-2.4.3/libavutil/file.c:27:0:
1> c:\mingw\include\unistd.h:79:1: error: expected ',' or ';' before 'int'
1> int __mingw_sleep( unsigned long, unsigned long );
1> ^
1> In file included from C:/Users/Will/AppData/Local/Temp/ffmpeg-2.4.3/libavutil/file.c:27:0:
1> c:\mingw\include\unistd.h:105:1: error: expected ',' or ';' before 'int'
1> int nanosleep( const struct timespec *, struct timespec * );
1> ^
1> c:\mingw\include\unistd.h:125:28: error: expected ',' or ';' before 'usleep'
1> int _cdecl __MINGW_NOTHROW usleep( useconds_t )__MINGW_ATTRIB_DEPRECATED;
1> ^
1> c:\mingw\include\unistd.h:138:10: error: conflicting types for '_cdecl'
1> unsigned _cdecl __MINGW_NOTHROW sleep( unsigned );
1> ^
1> c:\mingw\include\unistd.h:125:5: note: previous declaration of '_cdecl' was here
1> int _cdecl __MINGW_NOTHROW usleep( useconds_t )__MINGW_ATTRIB_DEPRECATED;
1> ^
1> c:\mingw\include\unistd.h:138:33: error: expected ',' or ';' before 'sleep'
1> unsigned _cdecl __MINGW_NOTHROW sleep( unsigned );
1> ^
1> c:\mingw\include\unistd.h:153:12: error: expected '=', ',', ';', 'asm' or '__attribute__' before 'ftruncate'
1> int _cdecl ftruncate( int, off_t );
1> ^
1> make: *** [libavutil/file.o] Error 1
1> *** an error occured, aborting.
1>C:\Program Files (x86)\MSBuild\Microsoft.Cpp\v4.0\V120\Microsoft.CppCommon.targets(170,5): error MSB6006: "cmd.exe" exited with code 1.
3. Can you provide a full package with all the lib, binaries, audio file, sources and VS project so that I can test?Here is an "as simple as possible" program that breaks on .play() . Also included the SFML and sfeMovie files I used to make it. I keep the SFML folder in C:\. It's on Dropbox (click me) (https://www.dropbox.com/s/6mepale2y5htoyu/Program%2BSFML.zip?dl=0)
Certainly. It's quite long so I'll post the lines above the make errorI've seen posts with similar errors where it looks to be related to recent changes in MinGW. Didn't check further about this point for now. At least locally I can still build FFmpeg just fine.
Here is an "as simple as possible" program that breaks on .play() . Also included the SFML and sfeMovie files I used to make it. I keep the SFML folder in C:\. It's on Dropbox (click me) (https://www.dropbox.com/s/6mepale2y5htoyu/Program%2BSFML.zip?dl=0)Thanks :) I could easily reproduce the same error as you. I checked with fresh binaries from my website and SFML's one, same problem. Then I rebuilt sfeMovie and the error disappeared. Just replacing sfeMovie's dll made the problem appear again, while both dlls are supposed to be built from the exact same sources.
If there's anything else you need to know, let me know.
I've seen posts with similar errors where it looks to be related to recent changes in MinGW. Didn't check further about this point for now.Fair enough. I'll have a look around and see what I can find out.
Can you try with link and tell me if it also crashes? If it doesn't then something is wrong with the build environment that generate the downloadable files...
@DarkRoku so fast :p I guess you built your own FFmpeg binaries for Android then told CMake to use these when configuring sfeMovie build?
What binaries did you use or how did you build it?
According to the FAQ there are two different versions: http://sfemovie.yalir.org/latest/faq.php#supported-codecs