Game Development Community

Ogg/Vorbis wont compile on mac (osx jaguar)

by Paul Scott · in Torque Game Engine · 11/27/2002 (10:31 am) · 5 replies

I'm compiling the new Realmwars on MacosX.2, having a hard time getting the ogg / vorbis support to work. I added all appropriate files to the project, and I've got it all to build, except for the symbols that are only in libogg.a & libvorbis.a .

First off, it says that it cannot use libogg.a or libvorbis.a "bad magic number (not a Mach-O file)" .
Second, it will not use the .dylib files.

Anyone know what I'm doing wrong, or if those prebuilt libs work at all?

#1
11/27/2002 (12:17 pm)
I got some base ogg stuff working, though not completely debugged yet. You'll want to grab from TGE HEAD the latest platform\types.ppc.h, as you'll need that for compiling against the ogg headers (unless someone did that already in the RW codebase).

I'll try to look at the RW tree later today... just wish we hadn't forked it off. ;)

d
#2
11/27/2002 (7:37 pm)
I don't have access to a Mac so I was never able to work on building it. If someone can make it work and tell me how or send the changes, I can incorporate it into the resource.
#3
11/27/2002 (8:03 pm)
I'm curious, where did those compiled libogg.a & libvorbis.a come from?
#4
11/28/2002 (9:28 am)
I got them out of the Ogg Vorbis 1.0 developer kit. www.vorbis.com/download_mac.psp
#5
11/30/2002 (9:36 pm)
Heads up to both of you:

I got ogg working. On OSX/PB, it just needed some header adjustments. For Carbon, I rebuilt dlls from scratch, and they seem to be working fine. I don't trust the original dylibs however, and may go rebuild them at some point. (I'm not a huge fan of 'shared' DLLs for a number of reasons...)

I'll hopefully find time in the next few days to at least check the new carbon dlls in, and some of the header/file tweaks for RW, so that PB at least should be able to build.

d