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Loading Plugins #269
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This extension doesn't have a mechanism to load plugins yet. |
Ah, good to know! Thank you, I'll keep my eyes peeled for the update. |
Any updates on this/a rough estimate on when we can expect to see this added? Sorry to be a pest, it's been a few weeks and this is critical to a project I'm working on so I'm just trying to keep tabs/possibly find a workaround! |
Hi! I was looking at the new release and noticed I didn't see the plugin loading you mentioned anywhere. Am I missing something or will we have to wait a bit longer? |
We couldn't implement in time for the new release in the end. We had to delay it for the one after because the end of the year is coming, and we wanted at least to release something before getting busy with holidays. |
Hello!
(Sorry in advance if this isn't the right place for this)
I am using FMOD's new CoreAPI wrapper to create FMOD plugins for our game in Godot. It's working fine on the studio end, but Godot is unable to recognize the bank and is giving the following error:
core/variant/variant_utility.cpp:1092 - A requested output, dsp unit type or codec was not available.class godot::Ref __cdecl godot::FmodCache::add_bank(const class godot::String &,unsigned int)src\fmod_cache.cpp47
I asked in the FMOD forums, and they said I'd need to load the built plugin library at runtime, after initialization and before the bank using the plugin is called, "by retrieving the Core API system with Studio::System::getCoreSystem and calling System::loadPlugin 1 with the Core system to load the plugin from the specified path."
They also said they were uncertain if fmod-gdextension has a way of handling plugin loading already.
Does the extension have a way of handling plugin loading? If not, can I maybe get some insight on where to even begin with this? I'm still relatively new to programming and feel a bit in over my head here!
Thanks!!
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