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68
.junie/guidelines.md
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68
.junie/guidelines.md
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# Project Guidelines
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## Project overview
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SteamAudioGodot is a Godot 4 GDExtension that integrates Valve’s Steam Audio SDK to provide physically based spatial audio (HRTF, occlusion, reflections, ray‑traced propagation). The repository builds a shared native library that Godot loads via a `.gdextension` manifest located under the demo addon.
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- Language/tech: C++17, CMake, Godot 4 GDExtension, Steam Audio SDK, `godot-cpp` bindings
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- Primary library target: `SteamAudioGodot` (shared library)
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- Bindings target: `godot-cpp`
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- Helper targets: `templates`, `generate_bindings`
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- Entry point symbol: `steam_audio_library_init` (see `src/register_types.cpp`)
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- Example registered classes: `SteamAudio`, `SteamAudioListener`, `SteamAudioSource`, `SteamAudioStaticMesh`, `SteamAudioDynamicMesh`, server singleton `SteamAudioServer`
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### Repository layout (high level)
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- `src/` — C++ sources for the GDExtension
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- `extern/godot-cpp/` — Godot C++ bindings (submodule)
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- `extern/steam-audio/` — Steam Audio SDK
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- `support_files/lib/<platform>/` — Prebuilt runtime libs staged next to the built extension
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- `demo/` — Example Godot project with the addon under `addons/SteamAudioGodot`
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- `templates/` — CMake templates and supplemental files
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- `Writerside/` — Documentation sources (JetBrains Writerside)
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See also the detailed overview in `README.md` (sections: Overview, Building, Installing into a Godot project, Project structure).
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## How Junie should build and verify
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- Use the existing CLion CMake profile only.
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- Active profile: `Debug`
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- Build directory: `cmake-build-debug`
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- Toolchain: local MinGW
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- When a build is required, prefer building a specific target:
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- Main target: `SteamAudioGodot`
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- Example command (run via CLion profile environment): `cmake --build cmake-build-debug --target SteamAudioGodot`
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- In this environment, always use the special CMake-profile execution tool when issuing build commands (not raw shell).
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- Do not create new CMake build directories or presets unless explicitly requested.
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- For documentation‑only or comments‑only changes: do not build.
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- For native code or CMake changes: build `SteamAudioGodot` in Debug to smoke‑check.
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### Build outputs (typical)
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- Artifacts are written under the CMake build directory, e.g.: `cmake-build-debug/SteamAudioGodot/lib/<Platform-Arch>/`
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- Runtime Steam Audio binaries are staged next to the built library after build.
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## Tests policy
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- There are currently no automated tests in this repository.
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- Do not create or run tests unless explicitly requested for a task.
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## Code style and contribution guidance
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- Follow existing file/module style: indentation, naming, include order, and comments.
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- C++ standard: C++17.
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- Keep changes minimal and localized; avoid sweeping refactors unless requested.
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- When renaming any code element (class/function/variable), use the project’s rename mechanism that updates all references consistently.
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- Match Windows path separators (`\`) in paths and adapt shell commands to PowerShell when needed.
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## Quick reference: CMake targets
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- `SteamAudioGodot` — main shared library (GDExtension)
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- `godot-cpp` — bindings library (dependency)
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- `generate_bindings` — bindings generator (from `godot-cpp`)
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- `templates` — installs helper files/templates
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## When to run the application
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- This repository produces a library to be loaded by Godot. Running the editor/project is generally outside the scope of routine CI checks here.
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- To try the addon, open the `demo/` folder in Godot 4 after building and ensure the addon is present under `demo/addons/SteamAudioGodot`.
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## Troubleshooting pointers
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- Missing `godot-cpp` submodule: run `git submodule update --init --recursive`.
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- Godot cannot load the extension: verify the `.gdextension` file library paths and that required runtime DLLs/SOs exist under `addons/SteamAudioGodot/lib/<Platform-Arch>/`.
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## External API Documentation
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- Steam Audio SDK: https://valvesoftware.github.io/steam-audio/doc/capi/index.html
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- Godot GDExtension: https://docs.godotengine.org/en/stable
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2
extern/godot-cpp
vendored
2
extern/godot-cpp
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Submodule extern/godot-cpp updated: 449e37fa21...abe94570a1
2
extern/steam-audio
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2
extern/steam-audio
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Submodule extern/steam-audio updated: f398d69fa5...045a22238e
@@ -12,6 +12,8 @@ void initialize_steam_audio(ModuleInitializationLevel p_level) {
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if (p_level == MODULE_INITIALIZATION_LEVEL_SERVERS) {
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GDREGISTER_CLASS(SteamAudioServer);
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srv = memnew(SteamAudioServer);
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Engine::get_singleton()->register_singleton("SteamAudioServer", srv);
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srv->initialize();
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}
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if (p_level == MODULE_INITIALIZATION_LEVEL_SCENE) {
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@@ -28,6 +30,7 @@ void initialize_steam_audio(ModuleInitializationLevel p_level) {
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void uninitialize_steam_audio(ModuleInitializationLevel p_level) {
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if (p_level == MODULE_INITIALIZATION_LEVEL_SERVERS) {
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memdelete(srv);
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srv = nullptr;
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}
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}
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@@ -38,15 +38,15 @@ void SteamAudioListener::_notification(int p_what) {
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}
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void SteamAudioListener::update_listener(IPLSimulator iplSim, IPLSimulationSharedInputs iplSimInputs) {
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needs_update=false;
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needs_update = false;
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Transform3D transform = get_global_transform();
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IPLCoordinateSpace3 space = SteamAudio::godot_to_ipl_space(transform);
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iplSimInputs.listener=space;
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iplSimInputs.listener = space;
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iplSimulatorSetSharedInputs(iplSim,IPL_SIMULATIONFLAGS_DIRECT,&iplSimInputs);
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iplSimulatorSetSharedInputs(iplSim,IPL_SIMULATIONFLAGS_PATHING,&iplSimInputs);
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iplSimulatorSetSharedInputs(iplSim,IPL_SIMULATIONFLAGS_REFLECTIONS,&iplSimInputs);
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}
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iplSimulatorSetSharedInputs(iplSim, IPL_SIMULATIONFLAGS_DIRECT, &iplSimInputs);
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iplSimulatorSetSharedInputs(iplSim, IPL_SIMULATIONFLAGS_PATHING, &iplSimInputs);
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iplSimulatorSetSharedInputs(iplSim, IPL_SIMULATIONFLAGS_REFLECTIONS, &iplSimInputs);
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}
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@@ -3,11 +3,10 @@
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using namespace godot;
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SteamAudioServer::SteamAudioServer() {
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}
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SteamAudioServer::~SteamAudioServer() {
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shutdown();
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SteamAudioServer::~SteamAudioServer() {
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shutdown();
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}
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// Core Godot Methods
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@@ -17,10 +16,13 @@ void SteamAudioServer::_bind_methods() {
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void SteamAudioServer::initialize() {
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if (Engine::get_singleton()->is_editor_hint())
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return;
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IPLerror err = iplContextCreate(&ctxSettings,&ctx);
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if (err!=IPL_STATUS_SUCCESS) {
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ERR_PRINT("Failed to create IPL context");
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}
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switch (static_cast<int>(proj_settings->get_setting("steam_audio/ray_tracer/RayTracer"))){
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case 0:
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break;
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@@ -60,6 +62,8 @@ void SteamAudioServer::_notification(int p_what) {
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directThread->start(callable_mp(this,&SteamAudioServer::start_direct_thread),Thread::PRIORITY_NORMAL);
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indirectThread->start(callable_mp(this,&SteamAudioServer::start_indirect_thread),Thread::PRIORITY_NORMAL);
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default:
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return;
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}
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}
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void SteamAudioServer::start_direct_thread() {
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@@ -1,21 +1,22 @@
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#pragma once
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#include <godot_cpp/classes/audio_frame.hpp>
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#include <godot_cpp/classes/mutex.hpp>
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#include <godot_cpp/classes/scene_tree.hpp>
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#include <godot_cpp/classes/thread.hpp>
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#include <godot_cpp/classes/wrapped.hpp>
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#include <godot_cpp/core/class_db.hpp>
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#include <godot_cpp/godot.hpp>
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#include <godot_cpp/classes/thread.hpp>
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#include <godot_cpp/classes/mutex.hpp>
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#include <phonon.h>
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#include <steam_audio.hpp>
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#include <unordered_map>
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#include "steam_audio_dynamic_mesh.hpp"
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#include "steam_audio_source.hpp"
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#include "steam_audio_static_mesh.hpp"
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using namespace godot;
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class SteamAudioServer : public Object {
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GDCLASS(SteamAudioServer, Object) // Godot class declaration macro
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private:
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@@ -27,7 +28,7 @@ private:
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bool needs_processing = false;
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};
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std::unordered_map<SteamAudioSource*,AudioSourceData> audio_sources;
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std::unordered_map<SteamAudioSource *, AudioSourceData> audio_sources;
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Ref<Mutex> audio_mutex;
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IPLContext ctx=nullptr;
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IPLContextSettings ctxSettings;
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@@ -47,8 +48,8 @@ private:
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Ref<Thread> indirectThread;
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public:
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SteamAudioServer(); // Constructor
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~SteamAudioServer() override; // Destructor
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SteamAudioServer();
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~SteamAudioServer() override;
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void _notification(int p_what);
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void register_audio_source(SteamAudioSource *source);
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void unregister_audio_source(SteamAudioSource *source);
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@@ -57,8 +58,11 @@ public:
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protected:
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static void _bind_methods();
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public:
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void initialize();
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void shutdown();
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void start_direct_thread();
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void start_indirect_thread();
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};
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