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Jan 31, 2014 at 19:22 comment added Dadgron @Joe Keep in mind that the build order matters, you cannot have the pre-build events on your game project since that one is dependent on the contentproject and wont build until the contentproject builds successfully. The pre-build events need to be on the actual contentproject or the contentprojectupdater
Jan 31, 2014 at 0:33 comment added Joe Shanahan Yeah I was able to fix them, to counter the compilation thing, I've edited the updater to only actually overwrite if there are any changes. As far as I know the content pipeline will only recompile changed content. Another issue that I can't see a work around to though, is that deleting content outside of VS will cause the code to be unbuildable (missing asset error), so it doesn't even get the chance to run any pre-build macros to fixup the content project. :(
Jan 30, 2014 at 22:15 comment added Dadgron @Joe I've set it to ignore .mp3 files by default since the compiling them to .xnb takes time and slows down the build considerably. To enable compilation, simply remove the line: tagName = "None" for .mp3 files in the UpdateFileSettings method. To include .wav files in the compilation, simply add another case statement: case ".wav" and set contentImporter = "WavImporter" and contentProcessor = "SoundEffectProcessor"
Jan 29, 2014 at 16:06 comment added Joe Shanahan Is there a reason the updater doesn't compile .mp3's or why it ignores .wav's completely?
Oct 28, 2013 at 9:46 vote accept Joe Shanahan
Oct 27, 2013 at 0:58 comment added Dadgron @Joe I've updated my answer for you
Oct 27, 2013 at 0:53 history edited Dadgron CC BY-SA 3.0
added 572 characters in body
Oct 26, 2013 at 20:55 comment added Joe Shanahan Are you able to share your tool for this and explain how to add this to a blank project? I have never done something like this before.
Oct 4, 2013 at 11:01 history answered Dadgron CC BY-SA 3.0