No example, but the Mixer and SoundStream objects are included in the API reference (minisphere-api.txt).As for Mac compilation, it should be the same as Linux. Dependencies are:* Allegro 5.1.11 (I think available through homebrew?)* libmng* zlibAnd SCons to build. Just issue an scons at the command line and you're good to go. The engine will be built in <checkout dir>/bin/.
@DaVinceIf you're still confused about the mixer thing discussed on the last page, check out miniBGM.js in 1.5.2. You can see how I used the Mixer object to implement crossfading cleanly.
Not at present. You can probably coax it to compile if you remove animation.c from the SConscript, and then comment out lines 2 and 174 of api.c.
I just had to build it from scratch last I tried on OS X. The build is not especially pleasant on OS X, but it's manageable.
Undefined symbols for architecture x86_64: "_main", referenced from: implicit entry/start for main executable (maybe you meant: __al_mangled_main)ld: symbol(s) not found for architecture x86_64clang: error: linker command failed with exit code 1 (use -v to see invocation)scons: *** [obj/engine] Error 1scons: building terminated because of errors.
You have to link to allegro_main on OSX (and only OSX), I forgot about that. Add it to the SConscript.
Setting up jump points for longjmpLooking for a game to launchOpening game ''engine(32428,0x10ff94000) malloc: *** error for object 0x7fe271831200: pointer being freed was not allocated*** set a breakpoint in malloc_error_break to debugAbort trap: 6
Shutting down Audialisengine(32486,0x104bb1000) malloc: *** error for object 0x7ff8a201fc00: pointer being freed was not allocated*** set a breakpoint in malloc_error_break to debugAbort trap: 6