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How to make a distrib version

by Loic Le Chevalier · in Torque Game Engine · 12/23/2004 (6:26 am) · 6 replies

Hi,

First of all, I have compiled torque SDK on MAC OS X without compilation problem. The only problem I having is that there is no sound.

I have installed the lasted OpenAL driver without success.

Next I have installed a old OpenAL driver and here, there is sound.

But when I test my game on another MAC, there is no sound :(

So I would like to know how embedded the working OpenAL driver with the application using the XCode project given with Torque SDK.

And in the same case how embedded all script in the application .app

Thanks, and sorry for my bad english!

NOTE: I am newby with MAC OS development, so if you can explain me clearly how to do this (with screenshot maybe), I will be grateful to you.

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#1
12/24/2004 (1:29 am)
Loic,

Getting the OpenAL framework embedded in the Torque App is a bit tricky, and the same is true for the ogg and vorbis frameworks. You have to compile the frameworks specifically and tell them that they'll be included as part of an app package. Kind of silly.

In any case, the next release of Torque will do this stuff for you-- the OpenAL, Ogg, and Vorbis frameworks will be embedded in the .app.

As far as packaging scripts in the .app... it's just a matter of directory structuring. I'm afraid I don't have time to go into detail, on this issue, but maybe someone can explain in more depth that you just need to adjust your exec paths and everything works pretty smoothly from there.
#2
01/02/2005 (11:11 pm)
Thank you Josh,

I will try to do this. But to compile the frameworks, I suppose, I need the source code of this framework.
#3
01/11/2005 (8:32 am)
Loic,

In the latest version, in cvs, the ogg and vorbis libs are embedded in the app. That's why you have to run ranlib on libogg.a and libvorbis.a before torque will fully compile.

OpenAL is not embedded in the app. But the source code for it is available from www.openal.org. As Josh said, it's a little tricky getting it compiled into a static library correctly.

The other alternative is to delve into the mac platform code, and make torque look for libraries inside it's application package. This is what a number of shipping Torque games do for the mac version.
#4
03/15/2005 (1:57 am)
Paul: That is exactly what I am trying to do right now.

However, I am complete and total retard when it comes to writing Carbon on the Mac. I've never done it, and it's been incredibly slow going for me. (Kinda wish I had found this thread earlier, I basically figured it out on my own up to the point about needing to embed OpenAL directly into the Torque app bundle, the long and hard way.)

Can you give us any hints or example code on how to exactly go about doing that? I've found the LoadFrameworkBundle function, but I'm at a loss on how to tell it to grab the framework from the app/contents/frameworks directory.

UPDATE: NM, after much fighting with dev references, I figured it out. Code posted in a seperate thread.
#5
06/29/2007 (6:55 am)
David can you tell us where the separate thread is with that code? Thanks!
#6
07/17/2007 (1:31 pm)
@Scott, this thread is 2 years old.

The code in question is no longer in Torque, because there were better ways to do this.
If you want examples on loading frameworks in Carbon, you should check out http://developer.apple.com/ , specifically you should read the CFBundle API Reference.

It's probably better to start a new thread than resurrect a 2 year old thread. Just for reference.

Share and Enjoy.

/Paul