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This commit enables full iOS Simulator support (x86_64 and arm64) for FMOD GDExtension by implementing the following: - SConstruct: Added 'ios_simulator' flag to link correct FMOD libs and support simulator architecture in builds. - Export Plugin: Implemented 'simulator' feature detection to correctly filter and link architecture-specific static libraries (.a) during export. - GitHub Actions: Updated build matrix and added a new 'merge-ios-xcframework' job to automatically create universal XCFrameworks (device + simulator) during release. - Case Sensitivity: Standardized iOS library paths to lowercase 'ios'.
This commit shifts the iOS simulator/device intelligence from the Godot exporter to the build/packaging process. Changes: - src/tools/fmod_editor_export_plugin.cpp: Removed manual 'simulator' feature check; now generically links all static libraries. - .github/workflows/release.yml: Added a new 'lipo' merging step for all FMOD static archives (.a files) to produce universal libraries. - Result: A single Godot export will now correctly support both iOS devices and simulators in a single Xcode project.
…ns to prevent runtime crashes on iOS
…d update gitignore rules
…LIBSUFFIX in SConstruct
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I've created a release tag for testing with these changes, and it's working fine for real devices and the simulator: https://github.com/gumaciel/fmod-gdextension/releases/tag/5.0.12-4.6.2 |
build(ios): integrate dsymutil for dSYM generation in xcframework
There was a space in line 85 before the gdscript block and this was bugging the webpage.
…by CMake + Moved cmake minimum required definition after project definition (utopia-rise#414) * updated .gitignore to not track visual studio solution files * Moved cmake minimum required definition after project definition
…on iOS (utopia-rise#402) * Bindings for `mixerSuspend` and `mixerResume` * Call `FmodServer.mixer_suspend` and `FmodServer.mixer_resume` automatically on iOS * Background muting for all mobile devices --------- Co-authored-by: Benjamin Davis <518044+raggy@users.noreply.github.com>
The build job creates single-arch xcframeworks with dSYMs, but the merge-ios-xcframework job was recreating a new multi-arch xcframework from the raw dylibs without running dsymutil or passing -debug-symbols. This is the actual fix.
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Is there anything I can do to help get this merged? Do you need help with testing? |
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@AdamGerthel, sorry, but I don't know. Maybe this is a lot of files to be reviewed, I'm waiting @CedNaru or @piiertho to review, thank you But if you want to test, you can use this release on my fork: https://github.com/gumaciel/fmod-gdextension/releases/tag/5.0.13-4.6.2 |
Shaun-Fong
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Oct 19, 2026
Fixes taken from the open pull requests of utopia-rise/fmod-gdextension: * utopia-rise#443: keep the UTF-8 converted plugin path alive while FMOD loads it * utopia-rise#442: return the final parameter value from get_parameter_by_* and fix the error messages of the global parameter getters * utopia-rise#441: do not restart autoplay events when the editor sets the event * utopia-rise#429: do not dereference a null event description and do not build a garbage path when getPath returns FMOD_ERR_EVENT_NOTFOUND * utopia-rise#417: look the plugins settings up with ResourceLoader so exported projects find them * utopia-rise#434: link with a weak load_all_fmod_plugins on iOS so a project without static plugins still links (the rest of utopia-rise#434 is an iOS simulator build overhaul and is out of scope here) * utopia-rise#395: validate the event description before reading parameters Bugs found while auditing the code base: * FmodServer::_set_listener_attributes returned instead of continuing on a listener outside the tree, so the remaining listeners were skipped * FmodServer::shutdown released the FMOD system before the event instances and deleted the cache while banks could still be referenced, leaving dangling handles and crashing on late Ref releases; FmodBank::~FmodBank now also checks the server singleton * load_bank, unload_bank and banks_still_loading dereferenced the cache without a null check, and unload_bank refused to unload banks that are packed in the PCK because of a FileAccess::file_exists check * get_global_parameter_desc_list truncated its result to 256 entries and the performance counters overflowed after 2 GiB of reads * The asynchronous file reader waited on a condition variable without a predicate and could miss a notification, which blocked the read thread forever; the thread now drains pending requests when it stops * godotFileOpen dereferenced the Ref returned by FileAccess::open even when the open failed, and godotFileClose dereferenced a null handle * The event callbacks dereferenced the server singleton, the event user data and the programmer sound without null checks * FmodEventDescription::get_instance_list built a Ref from an uninitialized pointer, and the parameter label getters returned an uninitialized buffer when the FMOD call failed * string_to_fmod_guid left the GUID uninitialized when the string did not parse, and FMODCLASSWITHPATH read the path of a failed getPath * FmodEvent::set_node_attributes dereferenced a null node and FmodSound::is_valid tested an uninitialized bool on a null handle * The logging settings enum hint was off by one, so DEBUG_INHERIT was missing from the inspector and DEBUG_VERBOSE could not be selected * D_METHOD argument name typos in FmodEventEmitter and FmodEventDescription Release workflow: replace the archived node12 release actions (actions/create-release@v1 and actions/upload-release-asset@v1) with softprops/action-gh-release@v2, use checkout@v4 and grant contents: write so the tag build can publish its assets.
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Superseded by PR #454 |
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This PR adds comprehensive support for the iOS Simulator and improves the robustness of the
iOS plugin loading system and build pipeline.
Key Changes
both physical iOS devices and simulators.
the symbol might not be present at runtime.
iOS/Simulator environments when static plugins are missing.
were successfully allocated.
and updated the native build action to handle the new architecture.