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SFML projects / Re: Motion [C++] / MotionNET [C#] - Complete SFML Video and Audio player
« on: March 09, 2017, 09:57:32 pm »
If all the ext libs are copied, motion and motionnet dll's are next to the executable, what then?
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For the record, I am using 32bit SFML.NET libs on Ubuntu 64bit without any issues. Sorry I really can't help you anymore.
QuoteCmake gives you the choice for creating either a normal solution or a 64bit solution if i recall correctlyThat's for IDEs that support both... mainly Visual Studio. On Linux you must have the whole 32-bits toolchain and dependencies, which can be a lot to install.
You'd better figure out how to compile SFML.Net for 64-bits. When does this error happen? Is it all that is printed?
How does one get audio to playback in this? There's nothing in the tutorial/sample about that.
I'm not sure what you mean, audio is played whenever the file that is loaded has an audio stream. If you want to just play back audio without video you should probably just use SFML's audio classes directly then.
That's weird. No audio is playing on my side. I'll play more with it tomorrow. I'm using the Pacific Rim Trailer (.mp4 format, h.264 encoding) as my test. It's a beautiful little library, with excellent performance. I tried using SDLdotNet to play video using raw FFMPEG output but SDLdotNet has a bad memory leak when applying frames to a surface so I'm very happy with this.
How does one get audio to playback in this? There's nothing in the tutorial/sample about that.
I'm not sure what you mean, audio is played whenever the file that is loaded has an audio stream. If you want to just play back audio without video you should probably just use SFML's audio classes directly then.