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Messages - drarem

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1
Audio / Re: need help with program crashing/undefined symbol..
« on: May 16, 2012, 10:42:26 pm »
Installed via packing and ubuntu 12.04

2
Audio / need help with program crashing/undefined symbol..
« on: May 16, 2012, 10:36:18 pm »
Using QT and trying to use SFML audio, I get this when trying to run my program:

symbol lookup error: /usr/local/lib/libsfml-audio.so.1.6: undefined symbol: _ZTIN2sf6ThreadE
exited with code 127

I'm using the following setup/test:

INCLUDEPATH += /usr/include/SFML
LIBS += -lsfml-window -lsfml-graphics -lsfml-system -lsfml-audio -lsfml-network


    sf::SoundBuffer Buffer;
    if (!Buffer.LoadFromFile("bounce.ogg"))
        exit(1);

    unsigned int SampleRate = Buffer.GetSampleRate();
    unsigned int Channels   = Buffer.GetChannelsCount();

    // Create a sound instance and play it
    sf::Sound Sound(Buffer);
    Sound.Play();

3
General discussions / Can SMFL do classes?
« on: May 21, 2011, 04:12:49 pm »
I don't want to have to recreate the wheel every time in my games using the SFML library. Code one object manager, sprite manager, ... and be done with it. If I don't put my stuff into a class, how will my class be able to see SFML stuff without passing it? Let me know if I'm not making sense.

Rather than picking the pieces ouf of one game to start another, I would rather use something more modular.

4
General discussions / Can SMFL do classes?
« on: May 21, 2011, 03:40:05 pm »
Never heard of HGE, maybe picked it up along the way as a bad habit.

As for your question, I was thinking of not having to pass by reference the App pointer everywhere I go but then again that is what you're suggesting? Never thought of it that way.

5
General discussions / Can SMFL do classes?
« on: May 21, 2011, 02:28:33 pm »
In other words,

I want to have something like:

SFML * app;
app = new SFML(1024,768,32,fullscreen);

The value in this is I can build everything else into the class and only use the main code to do my calls. I am beginning to realize how simple SFML is and wondering this may make it somewhat more complicated but anyway..

app->loadsprites(char *spritedat, IMG *img, int xwid, int yhgt, int count);

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