annotate INSTALL @ 396:8cff79634bc5

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author Ryan C. Gordon <icculus@icculus.org>
date Thu, 11 Jul 2002 04:56:36 +0000
parents 7e49f4901ceb
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1 Building is pretty easy. Please read README, too, as it duplicates and
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2 expands upon much of this information.
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5 ALL PLATFORMS:
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6
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7 Please understand your rights and mine: read the text file COPYING in the root
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8 of the source tree. If you can't abide by it, delete this source tree now.
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9
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10 The best documentation for the SDL_sound API is SDL_sound.h. It is VERY
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11 heavily commented, and makes an excellent, in-depth reference to all the
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12 functions. The official API reference is generated from this file with
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13 a program called "Doxygen" (http://www.doxygen.org/)
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16 Unix:
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17 (If you pulled the source from CVS), run ./bootstrap
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19 run ./configure --help, and see if there's any options you need. Rerun
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20 configure with those options. If this is confusing to you, just run
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21 ./configure with no options: the defaults are generally decent, and
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22 configure is usually smart enough to figure out what's best..
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24 If configuration succeeded, run "make".
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26 Run "make install" as root to install the library for use on your system.
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28 This should work for most Unix-style systems, including Linux, *BSD, BeOS, and
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29 MacOS X. Reports of success and failure are welcome.
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32 MacOS 9 users:
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33 Included with the source is CWProject.sit, which contains project files for
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34 CodeWarrior 5.0 and later.
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37 MacOS X command line tools:
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38 You can use the "UNIX" instructions above if you like the command line tools.
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41 MacOS X Project Builder:
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42 If you prefer to use Project Builder, use the project files included with
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43 this source: PBProjects.tar.gz...unpack it in the root of the SDL_sound
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44 folder. This archive contains several external libraries you would have
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45 to download/install manually if you used the command line tools (these
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46 libraries are for extra decoders, and are NOT required for SDL_sound to
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47 function...however, without them, the number of sound formats you can
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48 decode is reduced.)
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51 BeOS:
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52 You can use the "UNIX" instructions above, too.
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55 Win32 Visual C:
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56 For Visual C, use:
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57 http://icculus.org/SDL_sound/downloads/sdl_sound_visualc_srcs.zip
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58 ...and unzip it somewhere. This zipfile has a complete copy of the
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59 SDL_sound sources, Visual C project files, and several external libraries,
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60 too. This zip is everything you should need, and you can scrap this copy of
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61 the source.
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64 Win32 Cygwin:
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65 Cygwin users can try their luck with the Unix build instructions in this
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66 tarball instead.
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69 If building is successful, there will be a shared library and a binary
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70 called "playsound".
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73 Windows CE (Microsoft PocketPC):
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74 You'll need Microsoft's PocketPC development environment, and this zipfile:
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75 http://icculus.org/SDL_sound/downloads/SDL_soundCE.zip
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77 Unzip that into the root of this source tree. The new "wce" directory has
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78 project files, and the source to some of the external decoders is included.
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79 Note that not all of the decoders are supported on PocketPC (but please, do
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80 send us patches if you get them working!)
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83 OTHER PLATFORMS:
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85 Send me patches, and instructions, and I'll list them here. Consider
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86 joining the SDL_sound mailing list. Details are at:
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87 http://icculus.org/SDL_sound/
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89 --ryan. (icculus@clutteredmind.org)
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