OpenAL and Build Active Architecture Only

Posts: 110
Joined: 2009.07
Post: #1
Hi folks,

I'm writing an openAL app which works perfectly well...

...unless 'Build Active Architecture Only' is NO, in which case, it can't find the file in the resource folder. :-/

Weird. Anyone else had this case?

- (void)initOpenALSounds
    bufferStorageArray    = [[NSMutableArray alloc] initWithCapacity:16];
    soundDictionary        = [[NSMutableDictionary alloc] initWithCapacity:16];
    [self initOpenAL];
    // get the full path of the file
    NSString *fileName = [[NSBundle mainBundle] pathForResource: @"sound" ofType: @"caf" inDirectory: @"sound/gui_sounds"];
    if(fileName != nil)
        AudioFileID fileID = [self openAudioFile:fileName];    // first, open the file
        UInt32 fileSize = [self audioFileSize:fileID];        // find out how big the actual audio data is    
        unsigned char * outData = malloc(fileSize);    // this is where the audio data will live for the moment

        // this where we actually get the bytes from the file and put them into the data buffer
        OSStatus result = noErr;
        result = AudioFileReadBytes(fileID, false, 0, &fileSize, outData);
        if (result != 0)
            NSLog(@"cannot load effect: %@",fileName);
        NSUInteger bufferID;
        // grab a buffer ID from openAL
        alGenBuffers(1, &bufferID);
        if((alGetError()) != AL_NO_ERROR) {
        // jam the audio data into the new buffer
        if((alGetError()) != AL_NO_ERROR)
        [bufferStorageArray addObject:[NSNumber numberWithUnsignedInteger:bufferID]];     // save the buffer so I can release it later    
        NSUInteger sourceID;
        alGenSources(1, &sourceID);     // grab a source ID from openAL
        alSourcei(sourceID, AL_BUFFER, bufferID);     // attach the buffer to the source
        alSourcef(sourceID, AL_GAIN, 1.0f);     // set some basic source prefs alSourcef(sourceID, AL_PITCH, 1.0f);

        //if (loops) alSourcei(sourceID, AL_LOOPING, AL_TRUE);    
        [soundDictionary setObject:[NSNumber numberWithUnsignedInt:sourceID] forKey:@"neatoSound"];     // store this for future use
        // clean up the buffer
        if (outData)
            outData = NULL;
        NSLog(@"Can't find resource.");
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⌘-R in Chief
Posts: 1,277
Joined: 2002.05
Post: #2
Quote:...unless 'Build Active Architecture Only' is NO, in which case, it can't find the file in the resource folder. :-/

Those two things are unrelated. "Finding a file" has nothing to do with the build architecture, so you need to do more investigating. Look in the bundle and see if the file is actually there. Step through the code and figure out what exactly is happening. Maybe there's an error before or after the line you think is the problem that is actually the culprit.
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Posts: 110
Joined: 2009.07
Post: #3
Sorry, I should have been clearer.

In am using two configurations, both identical except for the Build Active Architecture flag (something one can easily check in XCode).

A step-by-step analysis shows that the following line provides a 'nil' result when BAA is set to NO (as in the standard release config):

NSString *fileName = [[NSBundle mainBundle] pathForResource: @"sound" ofType: @"caf" inDirectory: @"sound/gui_sounds"];

When BAA is set to 'YES' the line returns the full path name of the required sound.

This strikes me as curious. The file's definitely there (or else BAA being set to 'YES' would have no effect at all) and it's the same project on the same machine. Only that flag appears to be different.

As I said... curious.
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