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https://github.com/aelurum/AssetStudio.git
synced 2025-07-18 03:24:15 -04:00
Update FMOD to v2.03.06
- Fixed a bug that caused audioСlip preview volume to reset when selecting an asset - Added some native libs for linux-arm64, win-arm64
This commit is contained in:
@ -39,8 +39,11 @@
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<Copy SourceFiles="$(ProjectDir)Libraries\osx-arm64\libAssetStudioFBXNative.dylib" DestinationFolder="$(TargetDir)runtimes\osx-arm64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(ProjectDir)Libraries\linux-x86\libfmod.so" DestinationFolder="$(TargetDir)runtimes\linux-x86\native" ContinueOnError="false" />
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<Copy SourceFiles="$(ProjectDir)Libraries\linux-x64\libfmod.so" DestinationFolder="$(TargetDir)runtimes\linux-x64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(ProjectDir)Libraries\linux-arm64\libfmod.so" DestinationFolder="$(TargetDir)runtimes\linux-arm64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(ProjectDir)Libraries\osx-x64\libfmod.dylib" DestinationFolder="$(TargetDir)runtimes\osx-x64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(ProjectDir)Libraries\osx-arm64\libfmod.dylib" DestinationFolder="$(TargetDir)runtimes\osx-arm64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(ProjectDir)Libraries\win-arm64\fmod.dll" DestinationFolder="$(TargetDir)runtimes\win-arm64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(ProjectDir)Libraries\linux-arm64\libTexture2DDecoderNative.so" DestinationFolder="$(TargetDir)runtimes\linux-arm64\native" ContinueOnError="false" />
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</Target>
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<!-- Publishing an app as framework-dependent produces a cross-platform binary as a dll file, and a platform-specific executable that targets your current platform.
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@ -62,8 +65,11 @@
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<Copy SourceFiles="$(TargetDir)runtimes\osx-arm64\native\libAssetStudioFBXNative.dylib" DestinationFolder="$(PublishDir)runtimes\osx-arm64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(TargetDir)runtimes\linux-x86\native\libfmod.so" DestinationFolder="$(PublishDir)runtimes\linux-x86\native" ContinueOnError="false" />
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<Copy SourceFiles="$(TargetDir)runtimes\linux-x64\native\libfmod.so" DestinationFolder="$(PublishDir)runtimes\linux-x64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(TargetDir)runtimes\linux-arm64\native\libfmod.so" DestinationFolder="$(PublishDir)runtimes\linux-arm64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(TargetDir)runtimes\osx-x64\native\libfmod.dylib" DestinationFolder="$(PublishDir)runtimes\osx-x64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(TargetDir)runtimes\osx-arm64\native\libfmod.dylib" DestinationFolder="$(PublishDir)runtimes\osx-arm64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(TargetDir)runtimes\win-arm64\native\fmod.dll" DestinationFolder="$(PublishDir)runtimes\win-arm64\native" ContinueOnError="false" />
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<Copy SourceFiles="$(TargetDir)runtimes\linux-arm64\native\libTexture2DDecoderNative.so" DestinationFolder="$(PublishDir)runtimes\linux-arm64\native" ContinueOnError="false" />
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</Target>
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<Target Name="CopyExtraFilesWin86" AfterTargets="AfterBuild" Condition=" '$(RuntimeIdentifier)' == 'win-x86' ">
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@ -87,6 +93,16 @@
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<Copy SourceFiles="$(TargetDir)\fmod.dll" DestinationFolder="$(PublishDir)" ContinueOnError="false" />
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</Target>
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<Target Name="CopyExtraFilesWinArm64" AfterTargets="AfterBuild" Condition=" '$(RuntimeIdentifier)' == 'win-arm64' ">
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<Message Text="Copying extra files for $(RuntimeIdentifier)($(TargetFramework))... " Importance="high" />
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<Copy SourceFiles="$(ProjectDir)Libraries\win-arm64\fmod.dll" DestinationFolder="$(TargetDir)" ContinueOnError="false" />
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</Target>
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<Target Name="PublishExtraFilesWinArm64" AfterTargets="Publish" Condition=" $(RuntimeIdentifier.Contains('win-arm64')) ">
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<Message Text="Publishing extra files for $(RuntimeIdentifier)($(TargetFramework))... " Importance="high" />
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<Copy SourceFiles="$(TargetDir)\fmod.dll" DestinationFolder="$(PublishDir)" ContinueOnError="false" />
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</Target>
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<Target Name="CopyExtraFilesLinux64" AfterTargets="AfterBuild" Condition=" '$(RuntimeIdentifier)' == 'linux-x64' ">
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<Message Text="Copying extra files for $(RuntimeIdentifier)($(TargetFramework))... " Importance="high" />
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<Copy SourceFiles="$(ProjectDir)Libraries\linux-x64\libAssetStudioFBXNative.so" DestinationFolder="$(TargetDir)" ContinueOnError="false" />
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@ -99,6 +115,18 @@
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<Copy SourceFiles="$(TargetDir)\libfmod.so" DestinationFolder="$(PublishDir)" ContinueOnError="false" />
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</Target>
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<Target Name="CopyExtraFilesLinuxArm64" AfterTargets="AfterBuild" Condition=" '$(RuntimeIdentifier)' == 'linux-arm64' ">
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<Message Text="Copying extra files for $(RuntimeIdentifier)($(TargetFramework))... " Importance="high" />
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<Copy SourceFiles="$(ProjectDir)Libraries\linux-arm64\libTexture2DDecoderNative.so" DestinationFolder="$(TargetDir)" ContinueOnError="false" />
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<Copy SourceFiles="$(ProjectDir)Libraries\linux-arm64\libfmod.so" DestinationFolder="$(TargetDir)" ContinueOnError="false" />
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</Target>
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<Target Name="PublishExtraFilesLinuxArm64" AfterTargets="Publish" Condition=" '$(RuntimeIdentifier)' == 'linux-arm64' ">
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<Message Text="Publishing extra files for $(RuntimeIdentifier)($(TargetFramework))... " Importance="high" />
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<Copy SourceFiles="$(TargetDir)\libTexture2DDecoderNative.so" DestinationFolder="$(PublishDir)" ContinueOnError="false" />
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<Copy SourceFiles="$(TargetDir)\libfmod.so" DestinationFolder="$(PublishDir)" ContinueOnError="false" />
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</Target>
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<Target Name="CopyExtraFilesMac" AfterTargets="AfterBuild" Condition=" $(RuntimeIdentifier.Contains('osx-')) ">
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<Message Text="Copying extra files for $(RuntimeIdentifier)($(TargetFramework))... " Importance="high" />
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<Copy SourceFiles="$(ProjectDir)Libraries\$(RuntimeIdentifier)\libAssetStudioFBXNative.dylib" DestinationFolder="$(TargetDir)" ContinueOnError="false" />
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AssetStudioCLI/Libraries/linux-arm64/libfmod.so
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AssetStudioCLI/Libraries/linux-arm64/libfmod.so
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AssetStudioCLI/Libraries/win-arm64/fmod.dll
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AssetStudioCLI/Libraries/win-arm64/fmod.dll
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@ -96,7 +96,7 @@ namespace AssetStudioCLI
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public static bool ExportAudioClip(AssetItem item, string exportPath, out string debugLog)
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{
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debugLog = "";
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debugLog = string.Empty;
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string exportFullPath;
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var m_AudioClip = (AudioClip)item.Asset;
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var m_AudioData = BigArrayPool<byte>.Shared.Rent(m_AudioClip.m_AudioData.Size);
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@ -120,11 +120,9 @@ namespace AssetStudioCLI
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debugLog += GenerateAudioClipInfo(m_AudioClip);
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}
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var debugLogConverter = "";
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var buffer = converter.IsLegacy
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? converter.RawAudioClipToWav(out debugLogConverter)
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: converter.ConvertToWav(m_AudioData, out debugLogConverter);
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debugLog += debugLogConverter;
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? converter.RawAudioClipToWav(ref debugLog)
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: converter.ConvertToWav(m_AudioData, ref debugLog);
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if (buffer == null)
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{
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Logger.Error($"{debugLog}Export error. \"{item.Text}\": Failed to convert fmod audio to Wav");
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