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1 SDL_sound. An abstract soundfile decoder.
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2
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3 Check here, until I get to write more of this README:
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4 http://icculus.org/SDL_sound/
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5
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6 Some optional external libraries that SDL_sound can use and where to find them:
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7 SMPEG (used to decode MP3s): http://www.lokigames.com/development/smpeg.php3
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8 libvorbis (used to decode OGGs): http://www.xiph.org/ogg/vorbis/
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9 libFLAC (used to decode FLACs): http://flac.sourceforge.net/
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10 libModPlug (used to decode MODs, etc): http://modplug-xmms.sourceforge.net/
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11 libMikMod (used to decode MODs, etc, too): http://www.mikmod.org/
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12
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13 These external libraries are OPTIONAL. SDL_sound will build and function
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14 without them, but various sound file formats are not supported unless these
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15 libraries are available. Unless explicitly disabled during initial build
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16 configuration, SDL_sound always supports these file formats:
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17
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18 Microsoft .WAV files (uncompressed and MS-ADPCM encoded).
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19 Creative Labs .VOC files
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20 Shorten (.SHN) files
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21 Audio Interchange format (AIFF) files
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22 Sun Audio (.AU) files
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23 MIDI files
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24 Raw waveform data
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25
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26
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27 Building/Installing:
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28
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29 Unix, BeOS, MacOS X, BSD users:
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30 If you pulled from CVS, run "./bootstrap" first.
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31 Then, run ./configure with your favorite options, "make", "make install".
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32
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33 Win32 users:
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34 Download http://icculus.org/SDL_sound/downloads/SDL_sound_win32.zip and
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35 unzip it in the root of the source tree (the directory with SDL_sound.c,
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36 etc). This will give you Visual C++ project files and some other needed
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37 code.
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38
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39 There will be a shared library and a binary called "playsound".
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40
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41
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42 Reporting bugs/commenting:
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43 There is a mailing list available. To subscribe, send a blank email to
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44 sdlsound-subscribe@icculus.org. This is the best way to get in touch with
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45 SDL_sound developers.
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