forked from bartvdbraak/blender
Audaspace: building without audaspace.
- Fixed building without for cmake. - Scons can now build without audaspace too.
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@ -514,6 +514,10 @@ if env['WITH_BF_STATICCXX']:
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else:
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print '\tcould not remove stdc++ library from LLIBS, WITH_BF_STATICCXX may not work for your platform'
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# audaspace is needed for the game engine
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if not env['WITH_BF_AUDASPACE']:
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env['WITH_BF_GAMEENGINE'] = False
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# check target for blenderplayer. Set WITH_BF_PLAYER if found on cmdline
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if 'blenderplayer' in B.targets:
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env['WITH_BF_PLAYER'] = True
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@ -27,8 +27,7 @@
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Import ('env')
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SConscript(['audaspace/SConscript',
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'string/SConscript',
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SConscript(['string/SConscript',
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'ghost/SConscript',
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'glew-mx/SConscript',
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'guardedalloc/SConscript',
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@ -45,6 +44,9 @@ SConscript(['audaspace/SConscript',
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# currently only contains headers
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# SConscript('container/SConscript')
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if env['WITH_BF_AUDASPACE']:
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SConscript(['audaspace/SConscript'])
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if env ['WITH_BF_REMESH']:
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SConscript(['dualcon/SConscript'])
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@ -864,7 +864,7 @@ bool BKE_sound_is_jack_supported(void)
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#include "BLI_utildefines.h"
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void BKE_sound_force_device(int UNUSED(device)) {}
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void BKE_sound_force_device(const char *UNUSED(device)) {}
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void BKE_sound_init_once(void) {}
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void BKE_sound_init(struct Main *UNUSED(bmain)) {}
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void BKE_sound_exit(void) {}
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