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Programming applications for making music on Linux.

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davephillips
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Re: Making a NES chiptune synth plugin

Postby davephillips » Wed Jul 06, 2016 11:39 am



Trying a build from source code, fails here :

Code: Select all

make all -C Src/DPF_Pulse
make[1]: Entering directory '/home/dlphilp/src/chiptune/Src/DPF_Pulse'
g++ Plugin.cpp -Wall -Wextra -pipe -fPIC -DPIC -DNDEBUG -O2 -ffast-math -mtune=generic -msse -msse2 -fdata-sections -ffunction-sections -mfpmath=sse -fvisibility=hidden -DHAVE_JACK -DHAVE_LIBLO -std=c++14 -fvisibility-inlines-hidden  -I. -I../../dpf/distrho -I../../dpf/dgl -I../../Include -MD -MP -c -o Plugin.cpp.o
In file included from Plugin.cpp:5:0:
Plugin.h:7:37: fatal error: ftz/Audio/SynthSettings.h: No such file or directory
 #include <ftz/Audio/SynthSettings.h>
                                     ^
compilation terminated.
../Makefile.mk:81: recipe for target 'Plugin.cpp.o' failed
make[1]: *** [Plugin.cpp.o] Error 1
make[1]: Leaving directory '/home/dlphilp/src/chiptune/Src/DPF_Pulse'
Makefile:19: recipe for target 'plugins' failed
make: *** [plugins] Error 2


Any suggestions ? It seems something is missing...

Best,

dp

Lyberta
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Re: Making a NES chiptune synth plugin

Postby Lyberta » Wed Jul 06, 2016 12:56 pm

Nothing to see here
Last edited by Lyberta on Mon Mar 25, 2019 2:27 pm, edited 1 time in total.

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falkTX
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Re: Making a NES chiptune synth plugin

Postby falkTX » Wed Jul 06, 2016 7:17 pm

shouldn't those be handled automatically if using submodules?

Lyberta
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Re: Making a NES chiptune synth plugin

Postby Lyberta » Wed Jul 06, 2016 7:54 pm

Nothing to see here
Last edited by Lyberta on Mon Mar 25, 2019 2:27 pm, edited 1 time in total.

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falkTX
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Re: Making a NES chiptune synth plugin

Postby falkTX » Wed Jul 06, 2016 9:53 pm

but then users that want to build it need to get 6 libs before the actual plugin.
or am I misunderstanding?

also, git submodule is not a copy. it's more of a reference or symlink to another repo.

Lyberta
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Re: Making a NES chiptune synth plugin

Postby Lyberta » Wed Jul 06, 2016 10:39 pm

Nothing to see here
Last edited by Lyberta on Mon Mar 25, 2019 2:28 pm, edited 1 time in total.

Lyberta
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Re: Making a NES chiptune synth plugin

Postby Lyberta » Thu Jul 07, 2016 12:27 am

Nothing to see here
Last edited by Lyberta on Mon Mar 25, 2019 2:28 pm, edited 1 time in total.

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falkTX
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Re: Making a NES chiptune synth plugin

Postby falkTX » Thu Jul 07, 2016 7:18 am

that sounds... ok.
but how can you ensure users get library updates?

if you push fixes in your libraries that is symlinked, the user will have to manually update them all.
using submodules the user would just do "git pull; git submodule update".

also submodules ensure that users are on the very exact commit you developed on.
library symlinks can break if any of the libraries changes api.

Lyberta
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Re: Making a NES chiptune synth plugin

Postby Lyberta » Thu Jul 07, 2016 1:23 pm

Nothing to see here
Last edited by Lyberta on Mon Mar 25, 2019 2:28 pm, edited 1 time in total.

Lyberta
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Re: Making a NES chiptune synth plugin

Postby Lyberta » Fri Jul 08, 2016 11:19 pm

Nothing to see here
Last edited by Lyberta on Mon Mar 25, 2019 2:28 pm, edited 1 time in total.

Lyberta
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Re: Making a NES chiptune synth plugin

Postby Lyberta » Sat Jul 16, 2016 4:47 am

Nothing to see here
Last edited by Lyberta on Mon Mar 25, 2019 2:28 pm, edited 1 time in total.

Lyberta
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Re: Making a NES chiptune synth plugin

Postby Lyberta » Wed Feb 15, 2017 6:12 am

Nothing to see here
Last edited by Lyberta on Mon Mar 25, 2019 2:28 pm, edited 1 time in total.

fundamental
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Re: ftz Chiptune ALPHA 0.2.0 (15.02.2017)

Postby fundamental » Wed Feb 15, 2017 4:03 pm

The comment about dynamic memory/realtime safety caught my eye and I was going to do a quick run with stoat on the synth(s), but I have to agree with other posters. Setting up all the dependencies is more work than it should be.
ZynAddSubFX maintainer

Lyberta
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Re: ftz Chiptune ALPHA 0.2.0 (15.02.2017)

Postby Lyberta » Wed Feb 15, 2017 6:29 pm

Nothing to see here
Last edited by Lyberta on Mon Mar 25, 2019 2:29 pm, edited 1 time in total.

fundamental
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Re: ftz Chiptune ALPHA 0.2.0 (15.02.2017)

Postby fundamental » Wed Feb 15, 2017 7:13 pm

How about a 'make fetch-deps' and a 'make build-deps'?
Those two commands should respectively be able to fetch the various git repos and build them in sequence/installing the headers to a build folder.
Then, hopefully, make would just run (assuming that the system compiler is recent enough).

There's the separate issue of C++14 usage which may make it difficult for some to build, but having a simple way to avoid 'dependency hell' would be a notable improvement.
ZynAddSubFX maintainer


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