Hello sorry I'm begginer.
I don't have my sound files in my assets folder but in my .obb
I'm using the RythmGame sample who is using only assets folder.
I'm trying to use DataSound but only AAssetDataSource is used in my sample for create a DataSound.
I look at Asset and NDKExtractor for the decode function, but can only be use with an AAsset from an AssetManager...
How can I play sound from an .obb with Oboe ?
Can someone help me with that problem ?
Thanks
You should be able to do this by getting the path to your expansion file and passing that through JNI to your native code, opening it as a normal file object and passing the contents to the extractor.
You're right about the NDKExtractor::decode methods - they take an AAsset *, however it should be pretty easy to update them to take the file descriptor from your open file instead.
Related
I have a requirement where I need to get the original file name while picking any document using launchImageLibrary function of react-native-image-picker.
However, the library seems to store the original file in app cache and then picks it up with a different file name, and the original file name is lost in the process. I'm not sure if this issue is present is iOS but it happens in Android. Any help is much appreciated.
I'm currently following this tutorial but using MonoGame :
http://www.riemers.net/eng/Tutorials/XNA/Csharp/Series1/Terrain_from_file.php
As said in the tutorial, my main goal is to render a terrain from an image file.
There is a .fx provided with the tutorial which I included in my project.
I had some issues using MonoGame to load the bmp file for example and now I managed to load it. The problem comes now from the fx file. MonoDevelop tells this : The MGX File is Corrupt !
Here is the original code from the writer of the article :
effect = Content.Load<Effect> ("effects");
And here is how I used it with MonoGame :
effect = Content.Load<Effect> ("effects.fx");
I am really lost about the usage of the effects file in MonoGame. Is there any good tutorial about this ? Anyway I'm really lost with MonoGame. How come there is no clear tutorials for MonoGame has it is widely used ?
You need to convert your shader .fx to appropriate file format for monogame using 2MGFX tool. You can find the tool inside installed monogame directory C:\Program Files (x86)\MSBuild\MonoGame\v3.0
How to use:
Create a .bat file and write code as shown below:
2MGFX.exe effects.fx effects.mgfxo
pause
Execute the .bat file
Note that the shader file, .bat file and 2MGFX.exe must be in same directory.
Here is how to use compiled .mgfxo file as effect:
Put the effects.mgfxo into Assets\Content folder of your project
Load a file as shown below
Stream s = Assembly.GetExecutingAssembly().GetManifestResourceStream("ProjectNameSpace.Assets.Content.effects.mgfxo");
BinaryReader Reader = new BinaryReader(s);
Effect effect = new Effect(graphics, Reader.ReadBytes((int)Reader.BaseStream.Length));
If you have problems converting a shader .fx to .mgfxo please leave comments.
I've been trying to follow Riemers tutorial myself, like you, I struggled with the effects.
I had to make a couple changes to the original effects file before I successfully managed to compile and use it without any exceptions.
Renamed the following:
vs_2_0 to vs_4_0
ps_2_0 to ps_4_0
POSITION to SV_POSITION
Once these changes were made I used the compile tool like following:
2MGFX.exe effects.fx effects.mgfxo /Profile:DirectX_11
Once compiled I moved the mgfxo file into my contents folder and assigned following parameters:
Build action: Embedded resource
Copy to output directory: Copy always
It took me a couple of attempts until I managed to use the shader without MonoGame throwing any exceptions at me.
byte[] bytes = File.ReadAllBytes("Content/effects.mgfxo");
effect = new Effect(GraphicsDevice, bytes);
Using the 2MGFX tool is optional, you can either use the tool or the Content pipeline, personally I prefer the Content pipeline because it will automatically process the shader file everytime I (re)build the Content project.
How to do this?
First: add a MonoGame Content project,
Then add the .FX file in this project
Set the Content processor to: "MonoGame effect content processor" in properties
Then, in your game project Add a Reference to this Content project.
And use the shader like so:
var myEffect = Content.Load<Effect>("shaderFileNameWithoutExtension");
or if you have folders in your content project:
var myEffect = Content.Load<Effect>("FolderName\\shaderFileNameWithoutExtension");
I'm seeing you're working on Linux. Compiling shaders on Linux is a little difficult. In my own projects, I find the following resource especially helpful.
http://www.infinitespace-studios.co.uk/general/monogame-building-fx-shaders-on-a-mac-and-linux/
Following this, you're able to build shaders using the MonoGame Pipeline as normal (provided you have added the pipeline reference).
Hope this helps!
I have developed an app using the GEPlugin located at https://code.google.com/p/winforms-geplugin-control-library/.
I use the GEWebBrowser and the GETreeView, and both works nicely.
I only load local kml files on the controls, so the way to do this, is to copy the "KML_Samples.kml" file into the webroot directory, and call the function as follows:
GeWebBrowser.FetchKml(http://localhost:8080/KML_Samples.kml)
Each time I call this method, the event GeWebBrowser_KmlLoaded is launched in the correct way.
However, I have checked lately that this works fine for the two or three first kml files loaded. After this two or three files, when I try to load a new kml file, I can see that the the KML_Samples.kml file has been updated, but the GeWebBrowser_KmlLoaded event IS NOT LAUNCHED!
I have tried to execute the app step by step setting a breakpoint on the line
GeWebBrowser.FetchKml(http://localhost:8080/KML_Samples.kml)
and in this case, I can load the kml files!!.
I have tried to execute some code after this line in order to execute all the pending events, with the following line:
Application.DoEvents()
However, this has not the expected result, and the trouble remains: I'm only able to load the two or three first kml files.
I wonder if something is missing by my side using this control, but I have not found anything on the documentation that could help me.
If anyone could help me with this issue, I would be very thankful .
I answer my own question.
I have detected the GEControl does not works fine with the built-in server. I can load local kml files by sopying them at webroot\KML_Samples.kml, but this only works for the first two or three files to be loaded.
For the following kml files, it doesn't work. I suppose there is some mistake inside the control, so I'm going to develop all the code that load the kml file into a TreeView (I'll try to use the KmlTreeView), and load all the separated points of each kml file into the plugin.
can you please tell me how to create folder in internal memory of IOS and in android using titatinium .I want to create first folder than inside I want to create a text file in that .?
Suggest me good way to do that ?
Thanks
Have you read Titanium.Filesystem module and Titanium.Filesystem.File?
You can create a directory createDirectory() method and create a file using the createFile() method.
Please read the documentation well and you can also refer appcelerator titanium: Creating a new file.
I'm trying to load an entire source library of JS/CSS from Objective C (Xcode) from a UIWebView with an HTML loaded. The problem is that in the library documentation, they say you just need to load one JS file, but inside it's requiring others JS. The question is how i have to arrange the files... Just one folder with all the sources? Nested folders containing the JS/CSS just as they come on the library? or Do I need to fix the path of the requires in order to load them (say absolute or relative)?
Thanks in advance
I suggest minifying all of your JS (CSS) into 1 file. You can download tools to do this, but one easy free one online is: http://jscompress.com/
Using some command or a downloaded app would probably make the code-minify-debug process much quicker, but you can test out the idea using that online tool.