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Author Topic: using sfml.audio on Cocos2D, good idea?  (Read 4652 times)

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shackra

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using sfml.audio on Cocos2D, good idea?
« 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, 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!
« Last Edit: April 19, 2013, 12:41:13 am by shackra »

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Sonkun

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Re: using sfml.audio on Cocos2D, good idea?
« Reply #1 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 ?
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shackra

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Re: using sfml.audio on Cocos2D, good idea?
« Reply #2 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? :)

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Sonkun

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Re: using sfml.audio on Cocos2D, good idea?
« Reply #3 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. :)
Interested in using SFML with Python ? Try out its Python binding!

 

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