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🚧 [WIP] FMOD web support (HTML5) #210
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Firefix also doesnt work for my SQLite plugin so I assume the issue with Firefox not working is on the side of godot-cpp itself. |
Hey I've been trying to take a stab at this recently to see if I can help and learn a bit more about C++. What version of emscripten and FMOD are you compiling with? From what I understand, w32 is the recommended format to work with now, why are you using the bitcode binaries instead? EDIT: This thread on the FMOD forums seems to indicate that statically linking to the wasm binary like the build currently does will cause linking errors, I'm seeing the same ones right now. We may need to include the binaries instead like we do for the other platforms. |
Hello ! I worked on a little game project using FMOD with Godot using utopia's addon. If you need a tester for this PR with a small game using fmod to make a web export don't hesitate reaching out ! |
Hey! wanted to checkup on progress of this/if it's still being worked on. If not, I'd be glad to pick up the torch and get this finished up at least on the code side of things. |
Feel free to try your hands on it. It hasn't been touched in months. |
I originally raised the PR for this but have not worked on it ever since due to hitting blockers. If anyhbody can figure out how to make it work that would be brilliant. |
Could I ask what issues you ran into other than the Memory stuff listed above? I'm going to take a crack at it soon. |
I use GoDot and FMOD and I would pay someone to finish this |
I would also pay for this to be completed. xD Someone, anyone take my money. |
Opened a new thread on the forums, maybe this will help us get somewhere https://qa.fmod.com/t/emscripten-linking-errors/22429 EDIT: One of the FMOD devs said they are going to look into the situation, hopefully they will come up with some sort of solution for us Just to add some extra info, this solution where we statically build the FMOD GDextension against the shared object library is actually against FMOD's EULA since we would technically be distributing a "tool for an end-user application". It seems a bit unfair that way, the only allowed option would be to compile FMOD into Godot, and all of that effort would be just for distributing Godot FMOD HTML5 games. I'm hoping we can dynamically link it like we do on the other platforms or (long shot but fingers crossed) they make some kind of exception in the EULA for us and other 3rd party engines. |
Closes #50
This PR aims to add support for web support via
wasm
.Todo
SConstruct
to considerweb
as a platformscons platform=web
pass & buildlibGodotFmod.web.template_debug.wasm32.wasm
correctlyEmscripten
)Known issues