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Author Topic: sfeMovie project [v1.0 RC1 available]  (Read 136799 times)

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Rennnyyy

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #195 on: July 21, 2012, 08:42:46 pm »
Ah ok ... now i know why another exampled failed when searching for the process entry point :D

I'll try when I'm at home again. Thanks a lot!

Rennnyyy

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #196 on: July 22, 2012, 12:14:46 pm »
Ok I did exactly what you said, but it didn't change the problem.

The exception changed a bit: now its at position

Unhandled excaption at point 0x6b627bc5 in SMFL_Test.exe: 0xC0000005: Access violation while reading at position 0x05670148

The disassemly code stays the same.

Ceylo

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #197 on: July 22, 2012, 12:28:37 pm »
Is there any other OpenAL dll installed on your system ?

Edit: does the error also occurs when building in release mode and launching this executable outside of Visual Studio ?
« Last Edit: July 22, 2012, 12:30:42 pm by Ceylo »
Want to play movies in your SFML application? Check out sfeMovie!

Rennnyyy

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #198 on: July 22, 2012, 01:43:27 pm »
No I searched the whole PC for another openal32.dll ... didn't found any.

Yeah it's occuring everytime -.-

Ceylo

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #199 on: July 30, 2012, 01:12:34 am »
sfeMovie 1.0 has been released!

As sfeMovie isn't anymore a small wiki code but a real project, I created a new topic in the correct section. News will be posted there and discussions should now happen there too : http://en.sfml-dev.org/forums/index.php?topic=8701.msg58578#msg58578

Changes since RC include:
  • Fix crash on sws_scale (fixes behavior on Linux for Intel 64 bits, OS X for Intel 32 bits and Windows 8 for Intel 64 bits)
  • Fix crash when no audio or video codec was found
  • Fix audio desynchronization at start caused by the audio driver latency
  • Fix black border on the right for low resolution movies
  • Add Linux port
  • Add some free decoders in the provided build: WMV/WMA decoders on Windows, H264 on OS X, VP8 on every OS
Want to play movies in your SFML application? Check out sfeMovie!

PotcFdk

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #200 on: September 15, 2012, 12:21:30 am »
I've got a problem when trying to link with libsfeMovie.dll.a  (using MinGW (up-to-date)).
I tried the binary release and a self-compiled version, both give me the same error:

||=== Project, Debug ===|
c:\mingw\bin\..\lib\gcc\mingw32\4.7.0\libgcc_eh.a(unwind-dw2.o)|| multiple definition of `__Unwind_Resume'|
C:\sfeMovie-1.0\lib\libsfeMovie.dll.a(d000140.o)|| first defined here|
||=== Build finished: 2 errors, 0 warnings ===|

Do you know how I can fix that?

Ceylo

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #201 on: September 15, 2012, 12:26:48 am »
What's the output if you rebuild sfeMovie after having removed the line 113 in CMakeLists.txt?
Code: [Select]
set (LINKER_FLAGS ${LINKER_FLAGS} "-static-libgcc")
Want to play movies in your SFML application? Check out sfeMovie!

PotcFdk

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #202 on: September 16, 2012, 11:14:10 am »
Hey, that seems to work.
I'm now recompiling with the correct settings.

PotcFdk

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #203 on: September 16, 2012, 01:01:42 pm »
After properly setting up everything it does work, thank you!

There are two more things though.

1. How can I compile a static-linked version?
2. Is it possible to load the video from memory?

Ceylo

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #204 on: September 16, 2012, 01:28:01 pm »
After properly setting up everything it does work, thank you!
Nice!

1. How can I compile a static-linked version?
You cannot. Or if you want a more precise answer: I didn't provide any way to do so (till now).
2. Is it possible to load the video from memory?
No. I may — in the future — let the user load the video from a sf::InputStream, but most probably not from memory.
Want to play movies in your SFML application? Check out sfeMovie!

smashthewindow

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #205 on: January 04, 2013, 03:47:22 pm »
Did anyone successfully compiled sfeMovie for Visual Studio 2012?

iride

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #206 on: January 04, 2013, 04:22:13 pm »
Did anyone successfully compiled sfeMovie for Visual Studio 2012?

VS 2010 binary worked fine for me
« Last Edit: January 04, 2013, 04:46:37 pm by iride »

gazben

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sfeMovie project [v1.0 RC1 available]
« Reply #207 on: August 15, 2013, 10:38:55 pm »
Hello!

I can get this library to work :( ( vs2012 )

After the program compiles and runs there is no picture. There are several dll-s but none of them is working. There is sound from the bunny animation. What could be the problem?

MovieState.h

#ifndef MovieState_h__
#define MovieState_h__

#include <SFML/Graphics.hpp>
#include <SFML/Graphics/Texture.hpp>

#include "sfe/include/sfeMovie/Movie.hpp"
#include "gameState.h"
#include "Globals.h"

class Game;

class MovieState :public GameState{

private:

        //pointer to the game (for the render)
        Game *game;

        sfe::Movie* intro;

public:

        MovieState();

        MovieState(Game*);

        ~MovieState();

        void Update();

        void Draw();

};

#endif // MovieState_h__
 

MovieState.cpp

#include "MovieState.h"
#include "game.h"


//DO NOT USE
MovieState::MovieState(){}

MovieState::MovieState( Game *game )
{
        intro = new sfe::Movie;

        this -> game = game;

//      if( !intro->openFromFile( "introkszk.ogv" ) )
//              game->currentState = MENU;
        intro->openFromFile( "some_movie.ogv" );

        game->window.Getwindow().setVerticalSyncEnabled( true );

        //intro.resizeToFrame( 0 , 0 , Globals::resolution->xres , Globals::resolution->yres  );

        intro->play();

        Globals::log->log( "intro" );
}

MovieState::~MovieState(){}

void MovieState::Update()
{

//      if( sf::Keyboard::isKeyPressed( sf::Keyboard::Space ) || sf::Keyboard::isKeyPressed( sf::Keyboard::Escape ) )
//      {
//              game->currentState = MENU;
//      }

}

void MovieState::Draw()
{
        game -> window.Getwindow().draw( *intro );
}
 

Ceylo

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #208 on: August 16, 2013, 01:40:04 am »
Hello gazben,

At the moment I cannot really help you because your code is neither complete nor minimal.
You should check what sfe::Movie::openFromFile() returns, although it seems to work as you say there's sound.
You also need to give a size to the drawable, and make sure your Draw() method is really called.
Want to play movies in your SFML application? Check out sfeMovie!

gazben

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Re: sfeMovie project [v1.0 RC1 available]
« Reply #209 on: August 19, 2013, 02:29:00 pm »
It works now :) There was a problem with the linker options. But there is another problem. When a try to close the program this pops up: First-chance exception at 0x75CBA4B9 (ole32.dll) in project.exe: 0xC0000005: Access violation reading location 0xFEEEFEEE.

What could be the problem?