Supporting optional logging to user-provided callback. - #376
Conversation
Some users might want to redirect this, or reconcile it with logging from other subsystems in a single sink.
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Sadly we can't change the public structs but we can totally add something similar to FNA3D's log rerouting: https://github.com/FNA-XNA/FNA3D/blob/master/include/FNA3D.h#L496 |
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I see, makes sense. Would it be acceptable if I were to add a new struct / function for this? |
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Definitely- we can do FAudio_HookLogFunction(s)EXT and have it be global like FNA3D, so that we don't have to fuss with object lifetime to get logs routed properly. |
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I host multiple instances in the same process and would prefer their output be separated - what do you think is the best path forward here? |
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If you've got an active test case then we can accommodate that - usually I just shotgun blast debug stuff unless somebody has a specific need, so if we need to put a function pointer in the FAudio object that's fine too. |
Some users might want to redirect this, or reconcile it with logging from other subsystems in a single sink.