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Differences in running in SDK
The app i'm packaging works fine in the SDK when i start it from the shell, but executing the same script from the desktop file causes the program to fail with an audio error.
Is there some expected difference in the context between these two cases? |
Re: Differences in running in SDK
Quote:
I guess i'll answer my own question in part. MixSDL isn't really supported in Maemo, so when run from the scratchbox console, it uses the underlying soundsystem via SDL, but when run in the SDK, it fails. This is rather confusing. Don't other apps use SDL for audio? |
Re: Differences in running in SDK
I've heard that SDL mixer in Maemo should be avoided as there are underlying conflicts/problems with the old ESD setup on Diable/N8x0 devices; not sure what the status is with Fremantle/Maemo5. It may work, don't know for sure... the general consensus I found when researching it though was if you're building a new app don't use SDL mixer... so not sure if that helps at all, but that's what I've heard...
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Re: Differences in running in SDK
You'd need libsdl1.2debian-pulseaudio - Simple DirectMedia Layer (with X11 and PulseAudio options) because PulseAudio is the sound daemon. So don't use OSS/ALSA/ESD/aRTs as output.
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