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c syntax error question #464333
02/06/17 15:24
02/06/17 15:24
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
Serious User
Reconnoiter  Offline OP
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
Hello,

I get an syntax error in SED with this code:

Code:
#if defined(_WIN32) || defined(__CYGWIN__)


in
Code:
#if defined(_WIN32) || defined(__CYGWIN__)
    #define F_CALL __stdcall


Should be c compatible right?

(It is from one of the header files of FMOD libraries (latest version) that I am trying to integrate in my gs3d project. I have had some communication with one FMOD staff and it should be possible to integrate it.)

Re: c syntax error question [Re: Reconnoiter] #464334
02/06/17 16:17
02/06/17 16:17
Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
Kartoffel Offline
Expert
Kartoffel  Offline
Expert

Joined: Jun 2009
Posts: 2,210
Bavaria, Germany
I suspect that the lite-c precompiler works a bit differently, but I'm not sure.

a simple workaround should be:
Code:
#ifdef _WIN32
   #define F_CALL __stdcall
#endif

#ifdef __CYGWIN__
   #define F_CALL __stdcall
#endif


(edit: other compilers might not like the double "#define F_CALL" but lite-c should work)

I think I already said that, but in case I didn't, keep in mind that fmod can get quite expensive if you're aiming to sell your game / application.

Last edited by Kartoffel; 02/06/17 16:19.

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Re: c syntax error question [Re: Kartoffel] #464335
02/06/17 16:43
02/06/17 16:43
Joined: Dec 2011
Posts: 1,823
Netherlands
Reconnoiter Offline OP
Serious User
Reconnoiter  Offline OP
Serious User

Joined: Dec 2011
Posts: 1,823
Netherlands
Thanks that worked.

Quote:
I think I already said that, but in case I didn't, keep in mind that fmod can get quite expensive if you're aiming to sell your game / application.
, yeah but thanks its a good point. Since I got another string different errors after fixing these I think I will stop using Fmod with gs3d and limit the sound variation types. So I can use audio software like Audacity to change and save the sounds beforehand without getting to much sound files in the project.

Last edited by Reconnoiter; 02/06/17 16:43.

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