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# openfl
  • r

    rhythmic-wolf-50922

    01/09/2023, 9:33 PM
    I think that ByteArray can be converted to
    lime.utils.Bytes
    , which I think can be converted to
    haxe.io.Bytes
    .
  • h

    high-magician-37091

    01/11/2023, 8:37 AM
    Hello
  • h

    high-magician-37091

    01/11/2023, 8:38 AM
    I just built my game using the latest OpenFL and Lime to Android, and I got error without clues to which part of code that's causing the error
  • h

    high-magician-37091

    01/11/2023, 8:42 AM
    I already parsed the crash dump using ndk-stack in this text file
  • h

    high-magician-37091

    01/11/2023, 8:43 AM
    This is what the log produce: > 01-11 16:33:56.443 23275 23275 F DEBUG : pid: 22612, tid: 23249, name: SDLThread >>> com.slabgames.klompencapir <<< > 01-11 16:33:56.443 23275 23275 F DEBUG : uid: 10187 > 01-11 16:33:56.443 23275 23275 F DEBUG : signal 6 (SIGABRT), code -1 (SI_QUEUE), fault addr -------- > 01-11 16:33:56.443 23275 23275 F DEBUG : x0 0000000000000000 x1 0000000000005ad1 x2 0000000000000006 x3 000000740d927d20 > 01-11 16:33:56.443 23275 23275 F DEBUG : x4 0000000000000005 x5 0000000000000005 x6 0000000000000005 x7 7f7f7f7f7f7fff7f > 01-11 16:33:56.443 23275 23275 F DEBUG : x8 00000000000000f0 x9 69c48f40962db070 x10 0000000000000001 x11 0000000000000000 > 01-11 16:33:56.443 23275 23275 F DEBUG : x12 fffffff0fffffbdf x13 0000000000000000 x14 ffffffffffffffff x15 0000001000000000 > 01-11 16:33:56.443 23275 23275 F DEBUG : x16 0000007505cbf8c0 x17 0000007505c9b900 x18 00000073f7e2e000 x19 0000000000005854 > 01-11 16:33:56.444 23275 23275 F DEBUG : x20 0000000000005ad1 x21 00000000ffffffff x22 0000000000000002 x23 000000740d927e88 > 01-11 16:33:56.444 23275 23275 F DEBUG : x24 000000740d927e90 x25 000000740d927e98 x26 000000740aaf7e64 x27 0000000000000001 > 01-11 16:33:56.454 23275 23275 F DEBUG : x28 0000000000000000 x29 000000740d927dc0 > 01-11 16:33:56.454 23275 23275 F DEBUG : sp 000000740d927d00 lr 0000007505c4d0c4 pc 0000007505c4d0f0
  • h

    high-magician-37091

    01/11/2023, 8:44 AM
    my project built just fine on windows target, so I think it must be the android related code that's causing the error
  • h

    high-magician-37091

    01/11/2023, 8:44 AM
    I disabled almost every thing on my game except just for the window creation code, and every addon on android target
  • h

    high-magician-37091

    01/11/2023, 8:49 AM
    I would really appreciate any help that I can get
  • r

    rich-horse-51130

    01/12/2023, 6:45 PM
    actually i was stupid and shouldve just tried casting ByteArray to haxe.io.Bytes infact i didnt even NEED to cast, appearently a ByteArray has an automatic "toBytes" function that gets called when its used as an argument where haxe.io.Bytes are required
  • r

    rich-horse-51130

    01/12/2023, 6:46 PM
    which i figured out by trying to make on myself, searching for it in the base bytearray file and finding one by the exact same name couldve saved myself 3 hours of unnecessary headaches
  • a

    abundant-exabyte-79096

    01/13/2023, 10:13 AM

    https://youtu.be/jnVLWA_k524▾

  • a

    abundant-exabyte-79096

    01/13/2023, 6:43 PM
    I am getting the following error :
    Copy code
    Called from openfl.utils.Assets::getPath line 255
    Called from lime.utils.Assets::getPath line 224
    Called from lime.utils.Log::error line 34
    Uncaught exception - [lime.utils.Assets] ERROR: There is no asset with an ID of "assets/sounds/crash.mp3"
    when trying to test the build on neko. everything works find on HTML5 & AIR
  • a

    ambitious-knife-25690

    01/13/2023, 6:44 PM
    it can't find the file at the path you've specified
  • a

    ambitious-knife-25690

    01/13/2023, 6:44 PM
    html5 likely embeds the files
  • a

    abundant-exabyte-79096

    01/13/2023, 6:49 PM
    I can only find this in the xml
    Copy code
    <assets path="assets/sounds/crash.mp3" if="web || air" embed="false" />
        <assets path="assets/sounds/flap.mp3" if="web || air" embed="false" />
        <assets path="assets/sounds/pass.mp3" if="web || air" embed="false" />
        <assets path="assets/textures/1x" embed="false" />
        <assets path="assets/fonts/1x" embed="false" />
  • a

    ambitious-knife-25690

    01/13/2023, 6:50 PM
    your xml says only add those files on web and air
  • a

    ambitious-knife-25690

    01/13/2023, 6:50 PM
    if you want those files on all your targets remove the
    if=""
    conditions
  • a

    abundant-exabyte-79096

    01/13/2023, 6:53 PM
    removing the` if ` helped run the neko build but with no sound
  • a

    abundant-exabyte-79096

    01/13/2023, 6:53 PM
    HTML5 worked fine, but AIR threw error
  • o

    orange-van-60470

    01/13/2023, 6:53 PM
    This is from nme ( similar to openfl ) but I believe it gives clue https://github.com/haxenme/nme/blob/master/samples/06-Sound/Sample.nmml#L34
  • a

    able-action-74275

    01/13/2023, 6:54 PM
    this is probably neko not supporting mp3 now
  • a

    ambitious-knife-25690

    01/13/2023, 6:55 PM
    why use neko anyway?
  • o

    orange-van-60470

    01/13/2023, 6:55 PM
    As I said mp3 is not an opensource library. I believe you can set FFMPEG to allow but there are implications so it is probably set off by default ( but not sure );
  • a

    ambitious-knife-25690

    01/13/2023, 6:55 PM
    try it on hashlink
  • a

    abundant-exabyte-79096

    01/13/2023, 6:55 PM
    so .ogg?
  • o

    orange-van-60470

    01/13/2023, 6:55 PM
    ogg yes
  • o

    orange-van-60470

    01/13/2023, 6:55 PM
    try that
  • a

    abundant-exabyte-79096

    01/13/2023, 6:55 PM
    how else to debug ?
  • p

    powerful-morning-89

    01/13/2023, 6:55 PM
    Ogg is the superior format, only reason you can't use it on web is because apple.
  • a

    able-action-74275

    01/13/2023, 6:56 PM
    yeah ogg in general is best, except for web where mp3 is needed because of safari not supporting ogg
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