Comments (19)
@YoannClaude @CedNaru @piiertho I'm currently working on trying to get a HTML5 build up and running in this branch:
https://github.com/2shady4u/fmod-gdnative/tree/web-export
However, I'm running into some problems to link the FMOD libraries:
https://github.com/2shady4u/fmod-gdnative/runs/2305156716?check_suite_focus=true
Current errors:
wasm-ld: error: /home/runner/work/fmod-gdnative/libs/fmod/javascript/core/lib/bitcode/fmod.bc: machine type must be wasm32 or wasm64
wasm-ld: error: /home/runner/work/fmod-gdnative/libs/fmod/javascript/studio/lib/bitcode/fmodstudio.bc: machine type must be wasm32 or wasm64
Any help is appreciated + I might open a preliminary PR for this
Also the utopia-rise/godot-cpp will have to be updated to support this!
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Hello,
We have no date for that feature as it's not a priority (among our different projects, not just the FMOD plugin).
Most likely we will wait for Godot 4 as the whole GDNative system will be changed and probably the way we export too.
We have no experience at all when it comes to HTML5 so we better not take time to investigate a method that will likely change in the next 6 months as Godot 4 become stable.
Of course, if someone is willing to do it themselves and PR it for the current Godot 3.x, we will accept it.
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Would also really like to use this integration with godot but I need to target an HTML5/wasm build, any news on if this will be available?
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Hi,
I have no knowledge about wasm so I might say something wrong.
For a GDnative lib to run in a browser, I guess you need to compile them with the WASM target which might be possible by updating the scons. The main issue is that our FMOD bindings use another dynamic library, FMOD itself.
So at first glance, I think it won't be possible unless FMOD provides us a lib compiled for that platform.
Also from what I see in this Godot PR, you can only choose one option between enabling threads or enabling Gdnative.
But FMOD uses several threads so we would need both to work on browser.
I'll check that more in detail when the Godot 3.2.4 is officially out, hoping there is some doc about it.
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Ho so it seems that's FMOD got a HTML5 target already
HTML5 Fmod
I guess I never paid attention to that. So it might be possible.
Well, the hell of dynamic linking with HTML5 is waiting for me it seems.
from fmod-gdextension.
Well, I am sure I have even less knowledge about all this :D
However, here is one thing I know:
Fmod has an htlm5 target indeed, and there are Fmod plugins for game engines such as Unity and Defold that run pretty well on html5 (and afaik Unity runs in a single thread).
That being said, thanks for the time involved and good luck with the linking hell ;)
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I'll add that to the list of tasks for the 2.0 version.
Like said in the other issues, we are already busy with another project right now. So it's going to take time before we add that export.
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I think this is less a priority than fmod nodes. I'll look at godot-cpp modifications on HTML5 when we get less work on Godot kotlin
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Getting these kind of errors now:
(recompiling with -fPIC is impossible since I can't recompile the FMOD libraries myself)
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Any news on this considering that we recently upgraded to the latest FMOD version?
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Would also really like to use this integration with godot but I need to target an HTML5/wasm build, any news on if this will be available?
I've updated my testing branch https://github.com/2shady4u/fmod-gdnative/tree/web-export to the latest master of this repository and I've tried to compile the plugin for web (again)
Unfortunately the same issues seems to persist š¤· As before, I have no idea how to fix them
If you are feeling adventurous you can check out my changes in that branch
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Might be related: WebAssembly/wasi-sdk#209 it looks like the -shared flag is not supported (yet)
Here is the issue discussion on the llvm repo itself: llvm/llvm-project#42738
Any way we can maybe circumvent that?
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Once #123 is finished, we might be able to finally address this for Godot 4 - GDExtension does not have HTML5 support yet since Godot 4.0 will not support browsers properly but it definitely will in future.
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@bitbrain do you think this will work for Godot 3.5 HTML5 eventually? Or is it the plan to skip 3.5?
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@RafaelVidaurre my hope is that after we get it working with Godot 4.x that we can apply some bits to the Godot 3 branch to get it working. The main hurdle currently is that Godot 4 does not support HTML5 yet (as it requires GLES3 for this) and currently only Vulkan Desktop and Vulkan Mobile is supported in Godot 4.alpha13
Perhaps somebody might be able to resurrect the Godot 3 compatible branch by @2shady4u and have another try with Godot 3.5
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On my side Iām experiencing troubles with the cmake file, so nothing is recognise in Clion
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I was wondering what's the current state of this issue for Godot 4.x
Any breakthroughs to make the html5 export work with fmod?
Thanks in advance!
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Looks like there is some progress on godotengine/godot-cpp#1247 and we can soon re-attempt this.
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I will do an attempt at this in the following week after #181 gets merged.
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