GiG
October 11, 2016, 9:09am
#1
Hi guys,
I have just found a possible incongruence in the documentation:
here
http://www.openfl.org/learn/docs/command-line-tools/project-files/xml-format/
and here
gistfile1.xml
<?xml version="1.0" encoding="utf-8"?>
<project>
<!-- <meta />
Use meta nodes to set metadata for your application. The description is ignored
on most targets, but is useful for packaging like Chrome Apps or Opera Widgets.
For compatibility with Android and webOS, the package name must include at least
This file has been truncated. show original
the list of possible asset types is
binary
font
image
music
sound
template
text
but here
http://haxecoder.com/post.php?id=20
they use “audio” too (even if they don’t mention project.xml).
I have always used “audio” for sound/music asset folders without any problem, is it correct?
Where is the truth?
Audio is not a type, it probably automatically tries to detect the type if you use an unfamiliar one
GiG
October 11, 2016, 3:34pm
#3
So I have to use sound and music, right? Do I need to split the sfx and music files into 2 folders?
If you don’t set the type, the tools detect the type automatically based on the extension.
If you want to set a type, you could always do something such as <assets path="sound" type="sound" include="*.wav" />
then <assets path="sound" type="music" include="*.ogg" />
GiG
October 11, 2016, 9:49pm
#5
What’s the difference between sound and music type? Buffering type?
The idea was to distinguish between sounds you want to load into memory, and sounds to be streamed as it goes. Both behave the same in OpenFL 4 at the moment.
GiG
October 12, 2016, 4:15pm
#7
Thank you Joshua.
Any plans to distinguish the behaviors?
Yeah, in the future we’ll do more with streaming, but for now it doesn’t really matter (I don’t personally use type
attributes at all)