Commit 562d6f02 authored by Michael Kohnen's avatar Michael Kohnen
Browse files

Feedback and corrections MKO

parent 2f2d4377
......@@ -273,7 +273,7 @@
<h4>VA configuration options</h4>
<p>
VA can be build with a lot of options that can be individually configured to meet the needs of a certain purpose. This is usually required if not all of the dependency tree is available and only some features (or some rendering modules / reproduction modules) should be compiled and linked to the core. Also, if you only want to build the network support to control a remote core or want to build a binding for an uncommon platform, you will find this section helfpul.
VA can be configured by a variety of options to meet the needs for different purposes. This is usually required if not all of the dependency tree is available and only some features (like rendering or reproduction modules) should be compiled and linked to the core. Also, if you only want to build the network support to control a remote core or want to build a binding for an uncommon platform, you will find this section helpful.
<br />
<br />
All CMake configuration options will have an <code>ITA_</code> prefix. If "Grouped" mode is activated in CMake GUI, the group name is <code>ITA</code> and all relevant options will be listed there.
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</tbody>
<tfoot>
<tr>
<td colspan="2">Table 3: general VA CMake configuration</td>
<td colspan="2">Table 3: General VA CMake configuration</td>
</tr>
</tfoot>
</table>
......@@ -761,7 +761,7 @@ export VISTA_EXTERNAL_LIBS = ~/dev/ExternalLibs</code></pre>
<pre><code>Source: C:/dev/VistaCoreLibs
Build: C:/dev/VistaCoreLibs/build_win32-x64.vc14</code></pre>
<br />
If you now configure and generate the project files, you can open the project solution and build the <code>VistaCoreLibs</code> (or run <code>make</code> on Linux). CMake will automatically find <code>VistaCMakeCommon</code> and from now on also knows, where to look for <code>VistaCoreLibs</code> libraries, if you want to add a dependency to it in your project (like VA does).
If you now configure and generate the project files, you can open the project solution and build the <code>VistaCoreLibs</code> (or run <code>make</code> on Linux). CMake will automatically find <code>VistaCMakeCommon</code> and from now on also knows where to look for <code>VistaCoreLibs</code> libraries, if you want to add a dependency to it in your project (like VA does).
</p>
<blockquote>Notes on building <b>static libraries</b>: disable the <code>BUILD_SHARED_LIBS</code> flag and disable ViSTA drivers and demos (they are not required for VA).
......@@ -786,7 +786,7 @@ Build: C:/dev/VA/build_win32-x64.vc14</code></pre>
<h5>VAPython</h5>
<p>
To build a <code>Python 3.x</code> extension, install Python and also install the Python build sets that come with Visual Studio, if you are Windows user. You can compile the VAPython project from within Visual Studio, but the resulting library will not be used - it is only to conveniently code in Visual Studio and refactor efficiently. Instead, the final Python VA extension will be generated by a call to </code>distutils</code>, that will generate the compatible library. It is highly recommended to use static linking to VA and further dependencies.
To build a <code>Python 3.x</code> extension using Windows, install Python and the Python build sets that come with Visual Studio. You can compile the VAPython project from within Visual Studio, but the resulting library will not be used - it is only to conveniently code in Visual Studio and refactor efficiently. Instead, the final Python VA extension will be generated by a call to </code>distutils</code>, that will generate the compatible library. It is highly recommended to use static linking to VA and further dependencies.
</p>
<h5>VAMatlab</h5>
......@@ -881,8 +881,8 @@ ITA_FFT_WITH_FFTW3 (recommended)</code></pre>
<h5>Unity</h5>
<p>
VA provides <b>C# scripts</b> for <a href="http://www.unity3d.org" target="_blank">Unity</a>. You can connect Unity GameObjects with VA sound sources, sound receivers, signal sources, auralization modes, etc. Also, some basic interfaces to control the core (gains, muting) as well es special scripts for rendering and reproduction modules exist.<br /><br />
Either copy the entire scripts from <code>VAUnity</code> into your Assets folder, or clone it directly there using <pre><code>git clone http://git.rwth-aachen.de/ita/VAUnity</code></pre>
All unity scripts require the VA C# class, which uses a C++ wrapping library called <code>VANetCSWrapper</code> together with the C# class <code>VACS.cs</code>, which can be found in the <code>VACS</code> binding project. To create it, activate the C# binding<br /><br />
Either copy the entire scripts from <code>VAUnity</code> into your Assets folder or clone it directly there using <pre><code>git clone http://git.rwth-aachen.de/ita/VAUnity</code></pre>
All unity scripts require the VA C# class, which uses a C++ wrapping library called <code>VANetCSWrapper</code> together with the C# class <code>VACS.cs</code>, which can be found in the <code>VACS</code> binding project. To create it activate the C# binding<br /><br />
<pre><code>ITA_VA_WITH_BINDING_CS</code></pre>
Make the <code>VANetCSWrapper</code> shared library (.dll on Windows) available in your Assets folder. Unity usually expects external libraries under the <code>Plugins</code> folder. Note, that if you build shared <code>VA</code> and <code>VistaCoreLibs</code> libraries they have to be placed next to the <code>VANetCSWrapper</code> library. The list usually comprises <code>VABase VANet VANetCSWrapper VistaAspects VistaBase VistaInterProcComm</code>, which can be found in the deploy directory inside the <code>bin</code> folder after installing VA. For further details, see the corresponding <code>README</code> files of <code>VAUnity</code>.
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