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Backport SDL 2-dependent new input/sound/platform features to Windows 98 #53
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Turns out that miniaudio has two disadvantages when it comes to the features needed for #9:
With 1) forcing me to separately include the same libraries anyway, I've moved FLAC/Vorbis decoding and fading to the platform-independent game layer, using an adapted version of thcrap's BGM streaming code. miniaudio now only receives the raw audio stream, which means that we only ended up using it for features that DirectSound also supports. Thus, it would make slightly more sense to go for 2) in the case of sound. Then, we not only get FLAC/Vorbis BGM modding on Windows 98, but even the modern SDL Windows build could ditch miniaudio and go back to DirectSound, reducing binary size and release build link times. |
This delivery will introduce `std::filesystem` and `std::jthread` to core parts of game code. The Visual Studio CRT implements these with Win32 API functions that aren't available on Windows 98, even with the most available KernelEx version. Let's drop this build until someone actually funds #53 and #58, since I'm going to be unable to test it. Part of P0270, funded by Ember2528.
Option 1 (porting SDL 2 to Windows 98) has received €62.50 in microtransaction funding from M0003. |
SDL 2 doesn't work on Windows 98 by default, which means that the i586 builds are going to miss out on the following features:
Making these work on Windows 98 could be done in two ways:
It's up to the backers to decide which strategy I go with.
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