Difference between revisions of "LibPD and externals"
From CCRMA Wiki
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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." | ||
+ | - http://twobigears.com/labs/unity-and-libpd/ |
Revision as of 11:56, 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/