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Little things #368
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Little things #368
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std::string datadir = ""); | ||
~TextureManager(); | ||
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std::vector<std::string> extensions; |
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pls comment
I did a lot of testing last night with WASAPI enabled, WASAPI disabled, a single input microphone, and multiple input microphones. Based on this testing I made the following changes (some little, and others bigger): removed some unnecessary debug from console Issue: selectAudioInput is legacy Issue: input toggling does not work on Windows Here is an example of console output you will see on screen (with some lines redacted). The toast messages are similar:
Issue: input toggling will crash Windows (eventually) Issue: input toggling is pointless when you are not using WASAPI loopback and there is only one audio source |
So it seems like audio input toggling never worked. The mac issue reported #365 is legitimate and also exists in Windows (when WASAPI is not used). You see information about toggling but never stop listening to the first device. Edit: to be clear, this PR fixes the issue. |
…c so it can be enabled if there is no mic.
msvc/projectMSDL.vcxproj
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</Target> | ||
<Target Name="Build-Presets" BeforeTargets="PrepareForBuild"> | ||
<Exec Command="xcopy /Y /Q /I "$(MSBuildThisFileDirectory)../presets\presets_tryptonaut" "$(OutDir)presets"" /> | ||
<Exec Command="xcopy /Y /Q /I "$(MSBuildThisFileDirectory)../presets\textures_tryptonaut" "$(OutDir)textures"" /> |
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any chance we could install all the presets?
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Yes of course - I was just going with what was done previously. I am not sure if there was a reason to use tryptonaut presets by default.
CurAudioDevice++; // iterate device index | ||
if (CurAudioDevice >= NumAudioDevices) { // We reached outside the boundaries of available audio devices. | ||
CurAudioDevice = 0; // Return to first audio device in the index. | ||
#ifdef WASAPI_LOOPBACK |
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would really love to see this code live in "driver" subclasses rather than all #ifdef
'd in between the rest of the code in this big file someday
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I totally agree the #ifdef stuff looks sloppy and confusing when nested like this. I didn't want to undo what someone else did so I kept with it. But hopefully the comments will keep it OK for now.
I did A LOT of testing so it should work on windows / mac without issue.
I accidentally committed the icon change in c870da3, but since I did I thought it's worth raising. @coast77777777777 - I assume you made the icon based on the EyeTune concept for the Windows Store. Since you renamed it back from EyeTune to projectM would you consider using this Icon instead? I can share the PSD. I think it's a better idea since it uses the M .tga file from the idle preset and github logo. Here is the image I made |
I refactored the texture and preset loading code in #385 |
app->init(win, &glCtx); | ||
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// if using built in settings then default to full screen. | ||
if (configFilePath.empty()) |
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I think pmSDL mostly always uses built-in config. It doesn't install the config file by default
{ | ||
std::cerr << "Texture loading error for: " << sampler << std::endl; | ||
std::string extensionList = ""; | ||
// prepare a list of extensions we looked for, so it's more clear what a texture is in error logs. |
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any extension will work, just the first part of the name should match. i suggest removing this code
I reverted:
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great lets try it
Some minor things: