annotate README @ 532:a8492d97dd5a stable-1.0

Newer versions of Speex moved to a new include directory.
author Ryan C. Gordon <icculus@icculus.org>
date Thu, 17 Apr 2008 17:54:55 +0000
parents 50bb9a6cebfe
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1 SDL_sound. An abstract soundfile decoder.
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3 SDL_sound is a library that handles the decoding of several popular sound file
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4 formats, such as .WAV and .MP3. It is meant to make the programmer's sound
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5 playback tasks simpler. The programmer gives SDL_sound a filename, or feeds
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6 it data directly from one of many sources, and then reads the decoded
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7 waveform data back at her leisure. If resource constraints are a concern,
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8 SDL_sound can process sound data in programmer-specified blocks. Alternately,
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9 SDL_sound can decode a whole sound file and hand back a single pointer to the
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10 whole waveform. SDL_sound can also handle sample rate, audio format, and
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11 channel conversion on-the-fly and behind-the-scenes, if the programmer
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12 desires.
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13
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14 Please check the website for the most up-to-date information about SDL_sound:
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15 http://icculus.org/SDL_sound/
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17 SDL_sound _REQUIRES_ Simple Directmedia Layer (SDL) to function, and cannot
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18 be built without it. You can get SDL from http://www.libsdl.org/. SDL_sound
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19 has only been tried with the SDL 1.2 series, but may work on older versions.
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20 Reports of success or failure are welcome.
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22 Some optional external libraries that SDL_sound can use and where to find them:
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23 SMPEG (used to decode MP3s): http://icculus.org/smpeg/
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24 libvorbisfile (used to decode OGGs): http://www.xiph.org/ogg/vorbis/
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25 libFLAC (used to decode FLACs): http://flac.sourceforge.net/
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26 libModPlug (used to decode MODs, etc): http://modplug-xmms.sourceforge.net/
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27 libMikMod (used to decode MODs, etc, too): http://www.mikmod.org/
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29 Experimental QuickTime support for the Mac is included, but has not been
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30 integrated with the build system, and probably doesn't work with
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31 QuickTime for Windows.
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33 These external libraries are OPTIONAL. SDL_sound will build and function
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34 without them, but various sound file formats are not supported unless these
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35 libraries are available. Unless explicitly disabled during initial build
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36 configuration, SDL_sound always supports these file formats internally:
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38 - Microsoft .WAV files (uncompressed and MS-ADPCM encoded).
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39 - Creative Labs .VOC files
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40 - Shorten (.SHN) files
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41 - Audio Interchange format (AIFF) files
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42 - Sun Audio (.AU) files
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43 - MIDI files
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44 - MP3 files (internal decoder, different than the one SMPEG uses)
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45 - Raw waveform data
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46
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47 Building/Installing:
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48 Please read the INSTALL document.
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50 Reporting bugs/commenting:
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51 There is a mailing list available. To subscribe, send a blank email to
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52 sdlsound-subscribe@icculus.org. This is the best way to get in touch with
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53 SDL_sound developers.
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55 --ryan. (icculus@icculus.org)
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