Now supports WMA2 audio, for example for the game Unholy Heights
Tested with Unholy Heights, Celeste, Rogue Legacy
Update Notes:
New Features:
Added XMA2 SoundEffect support, for Xbox 360 data
Update to FNA3D 21.04
Update to FAudio 21.04
Fixes:
Fixed support for high-DPI on Wayland
Fixed the Emscripten DllImport names for WASM builds
Design: Add spaces between struct members when generating strings
GamePad: Trigger/Axis-to-Buttons conversion is now done in GamePadState,
not FNAPlatform
SoundEffect: Fix reading content with with no cbSize in the wave format
header
Changelog:
21.03.05
Emergency update to FAudio 21.03.05
21.03
New Features:
* Added a .editorconfig, in the hopes that VS/JetBrains will have an easier time matching code style
* Update to FNA3D 21.03
* Update to FAudio 21.03
Fixes:
* Use Unicode.GetString for FACTRendererDetails, works around a BRUTE issue
* XACT data is now loaded to native memory rather than managed, avoids some annoying GC behavior
21.02
New Features:
* Update to FNA3D 21.02
* By default, support for the FNA3D Vulkan pipeline cache is limited to desktop only
* Update to FAudio 21.02
Fixes:
* Visual Studio fixes for AnyCPU and app.config
* Fix for possible graphics spec violations in the VideoPlayer
* Sampler state is now updated when calling SetRenderTargets
* GraphicsDeviceManager device callbacks now pass the GDM as sender, not the GraphicsDevice
DESCR:
This is FNA, an XNA4 reimplementation that focuses solely on developing a fully
accurate XNA4 runtime for the desktop.
The port includes FNA.NetStub and the XNA 4.0 ABI bridge for compatibility with
XNA games, as well as bindings for Vorbisfile and SDL2_image for backwards
compatibility.
ok solene@ who reminded me to separate GH commit id tarballs with DIST_SUBDIR