| The easiest way to do this is to use the existing SConstruct file and modify it -- add your app or plugin as a new target. You can copy the SCons code for an existing plugin opcode to make a new plugin opcode, copy the CsoundVST SCsons code or csound_main SCons code to make a new host application using Csound, etc. The SCons code will know the macros.
There may, I vaguely recall, be a way to write a new SConstruct that can read the existing one for the environment... I'll look into that....
Regards,
Mike
-----Original Message-----
From: Steven Yi
Sent: Aug 17, 2005 1:58 PM
To: csound-devel@lists.sourceforge.net
Subject: Re: [Cs-dev] csound.h
Hi All,
Thanks all for chiming in with comments. I think having the csound.h
and csdl.h is fine, just would like to get the opcode and host
developer roles more clearly defined so that some SDK's could start
being made with detailed instructions. Having only the required
headers installed for development is a big plus to making the point of
entry for developing against Csound lower, I think.
Also, certain macros need to be defined for those headers to work out
correctly, yes? If I am building a separate application, what's the
best way to convey those macros which need to be defined?
steven
On 8/17/05, Istvan Varga wrote:
> Michael Gogins wrote:
>
> > By the way, CsoundVST with latest CVS sources is building and
> > working. I only had to make one minor change (the output soundfile
> > name is now being blanked out after csound finishes running so I have
> > to save it in CsoundVST after compiling). So, thanks for your
> > attention to CsoundVST when changing the ENVIRON to CSOUND.
>
> I made a number of changes to CsoundVST sources to fix compile
> errors, although the main issue was not the renaming of ENVIRON to
> CSOUND (this was done with a simple program that was run on all source
> files), but the replacement of void* instance pointers with ENVIRON*
> (now CSOUND*) and some of the header changes.
>
>
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