Benjamin Davis

Results 12 comments of Benjamin Davis

Hey, thanks for the quick reponse. It's Godot 4.4.1. I'm using the libraries from https://github.com/utopia-rise/fmod-gdextension/releases/tag/5.0.6-4.4.0 and Xcode 16.2

I can't see anything in the Info plist, but the Xcode project is set to target iOS 14.0

Unfortunately it failed with the same error. I have double-checked and it does say it's now targetting iOS 12.0 in Xcode.

I did a little more digging on this. I found a suggestion from an Apple engineer on how to find out the minimum OS version required for a framework: https://developer.apple.com/forums/thread/705297?answerId=711975022#711975022...

So I first tried setting the `Min iOS Version` option in Godot's Export settings, then also this option in the General tab in Xcode, but didn't seem to have any...

Aha, so, I have managed to get a build uploaded. Digging around in the Xcode project files generated by Godot, I found another Info.plist that has a `MinimumOSVersion` line set...

> Once CI of the PR pass, can you test with generated artifacts ? I deleted and regenerated the Xcode project after grabbing the new libs and it uploaded just...

> Is there a reason why it's for iOS only and not enable for Android ? That notification only exist for those 2 platforms, Android is likely to have the...

The [FMOD documention](https://fmod.com/docs/2.03/api/platforms-ios.html#handling-interruptions) suggests that since 2.03 interruptions need to be handled manually. It lists three separate notifications. Two of them I can't find referenced in Godot engine's code, but...

The FMOD documentation suggests that calling [System::mixerSuspend](https://fmod.com/docs/2.03/api/core-api-system.html#system_mixersuspend) and [System::mixerResume](https://fmod.com/docs/2.03/api/core-api-system.html#system_mixerresume) is the best way of handling this, so I'm going to try putting in hooks for these in FmodServer