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Green-Sky avatar Green-Sky commented on July 22, 2024

I should work.

this is not an exact match, but use soloud ontop of PhysFS like so https://github.com/MadeOfJelly/MushMachine/blob/master/framework/sound/src/mm/soloud_filesystem_file_impl.cpp

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Ar-Ess avatar Ar-Ess commented on July 22, 2024

Thanks for your answer, but I don't quite see my solution in there. Let me show you the usual code I use for reading files through a compressed file using PhysFS, and how I usually load it using SDL.

This example is for Texture loading:

	SDL_Surface* surface = nullptr;
	SDL_RWops* rW = nullptr;

	if (release)
	{
		if (PHYSFS_exists(path) == 0)
		{
			LOG("ERROR - FILE %s DOESNT EXIST IN THE SEARCH PATH: %s\n", path, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
			return;
		}

		rW = PHYSFSRWOPS_openRead(path);

		if (!rW)
		{
			LOG("ERROR OPENING FILE %s FOR READING: %s\n", path, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
			return;
		}

		surface = IMG_Load_RW(rW, 0);
	}

In the case of loading audio, should be something similar... Something like this in pseudocode:

	if (release)
	{
		if (PHYSFS_exists(path) == 0)
		{
			LOG("ERROR - FILE %s DOESNT EXIST IN THE SEARCH PATH: %s\n", path, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
			return false;
		}

		SDL_RWops* rW = PHYSFSRWOPS_openRead(path);

		if (!rW)
		{
			LOG("ERROR OPENING FILE %s FOR READING: %s\n", path, PHYSFS_getErrorByCode(PHYSFS_getLastErrorCode()));
			return false;
		}

		// Getting data from the rW

		// Using some function inside "SoLoud::Wav" class to load data

		return true;
	}

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