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Add Fluidsynth support to the PS2. #139
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Hey, there nice basic port, Did you tested this on some source-port? |
Not yet exactly. I'm trying to work on another project that uses Fluidsynth. I'm trying to port DoomRPG-RE to the PS2 since it uses fluidsynth as well as SDL2 and SDL2_mixer |
DoomRPG-RE by gec on ps2 would be awesome although it´s seems to easy to port it, i could say that D64EX+ can be portable since on linux works well. |
obviously with this pull. |
Yeah, but lets take this conversation for DoomRPG-RE on my fork of it and away from this pull request. |
Ok then, i saw you forked DoomRPG-RE. |
I'm totally fine adding this dependency, however how this is not the official fork, we would like to fork it in our side ( So if you agree, let me know the proper version, I will fork the original repo, and create that specific branch, and then you can perform a PR to that branch with your changes adding the PS2 support. |
It uses the current version that's out as of now 2.3.5 |
Can you patch it with no sans-lib? |
Sorry I have been busy, do you want me to fork it then? Give the exact repo to fork and I will fork it in the ps2dev group |
It's alright and here's the repo I used. https://github.com/DominusExult/fluidsynth-sans-glib and the branch that removes glib is sans_glib |
Here you have the branch pushed https://github.com/ps2dev/fluidsynth/tree/ee-sans_glib |
Using my forked version of https://github.com/DominusExult/fluidsynth-sans-glib/tree/sans_glib which removes glib support from fluidsynth with a little sloppy modification to add PS2 Support while adding a patch from VolcanoMobile/fluidsynth-android@cc72153#diff-9b72ca5f74c5da05204f881e94c67c02080ee1adbabfb06571ab3ca28e06569e but using a if and else statement to add compatability to the PS2 by switching from atomic to using a global mutex for the PS2.