Difference between revisions of "LibPD and externals"

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m (Created page with ' "When dynamic loading is not available, clients can have externals compiled into them and initialize them by calling the setup function after calling the libpd_init function." …')
 
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  "When dynamic loading is not available, clients can have externals compiled into them and initialize them by calling the setup function after calling the libpd_init function."
 
  "When dynamic loading is not available, clients can have externals compiled into them and initialize them by calling the setup function after calling the libpd_init function."
 
  - https://github.com/libpd/libpd/wiki/misc
 
  - https://github.com/libpd/libpd/wiki/misc
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"All Pd assets (patches, audio files, text files, externals) must be placed in Assets > StreamingAssets > PdAssets. libpd will not be able to find any of the resources in a build if the assets are placed in another folder."
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- http://twobigears.com/labs/unity-and-libpd/

Revision as of 12:56, 3 December 2014

"When dynamic loading is not available, clients can have externals compiled into them and initialize them by calling the setup function after calling the libpd_init function."
- https://github.com/libpd/libpd/wiki/misc
"All Pd assets (patches, audio files, text files, externals) must be placed in Assets > StreamingAssets > PdAssets. libpd will not be able to find any of the resources in a build if the assets are placed in another folder."
- http://twobigears.com/labs/unity-and-libpd/