Mercurial > SDL_sound_CoreAudio
annotate README @ 575:e587ba9d1c87 stable-1.0
Don't force quit in signal handler, since we might double-free things.
Instead we set a flag and clean up normally.
(transplanted from 7815c90ba55221f47a042339f872207904da0f5c)
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sun, 24 Jan 2010 13:45:18 -0500 |
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78 | 1 SDL_sound. An abstract soundfile decoder. |
2 | |
256 | 3 SDL_sound is a library that handles the decoding of several popular sound file |
4 formats, such as .WAV and .MP3. It is meant to make the programmer's sound | |
5 playback tasks simpler. The programmer gives SDL_sound a filename, or feeds | |
6 it data directly from one of many sources, and then reads the decoded | |
7 waveform data back at her leisure. If resource constraints are a concern, | |
8 SDL_sound can process sound data in programmer-specified blocks. Alternately, | |
9 SDL_sound can decode a whole sound file and hand back a single pointer to the | |
10 whole waveform. SDL_sound can also handle sample rate, audio format, and | |
11 channel conversion on-the-fly and behind-the-scenes, if the programmer | |
12 desires. | |
13 | |
14 Please check the website for the most up-to-date information about SDL_sound: | |
232 | 15 http://icculus.org/SDL_sound/ |
78 | 16 |
239 | 17 SDL_sound _REQUIRES_ Simple Directmedia Layer (SDL) to function, and cannot |
18 be built without it. You can get SDL from http://www.libsdl.org/. SDL_sound | |
19 has only been tried with the SDL 1.2 series, but may work on older versions. | |
20 Reports of success or failure are welcome. | |
21 | |
232 | 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/ |
41412aa092d1
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24 libvorbisfile (used to decode OGGs): http://www.xiph.org/ogg/vorbis/ |
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25 libSpeex (used to decode SPXs): http://speex.org/ |
239 | 26 libFLAC (used to decode FLACs): http://flac.sourceforge.net/ |
27 libModPlug (used to decode MODs, etc): http://modplug-xmms.sourceforge.net/ | |
28 libMikMod (used to decode MODs, etc, too): http://www.mikmod.org/ | |
232 | 29 |
319 | 30 Experimental QuickTime support for the Mac is included, but has not been |
31 integrated with the build system, and probably doesn't work with | |
32 QuickTime for Windows. | |
33 | |
232 | 34 These external libraries are OPTIONAL. SDL_sound will build and function |
35 without them, but various sound file formats are not supported unless these | |
36 libraries are available. Unless explicitly disabled during initial build | |
239 | 37 configuration, SDL_sound always supports these file formats internally: |
232 | 38 |
239 | 39 - Microsoft .WAV files (uncompressed and MS-ADPCM encoded). |
40 - Creative Labs .VOC files | |
41 - Shorten (.SHN) files | |
42 - Audio Interchange format (AIFF) files | |
43 - Sun Audio (.AU) files | |
44 - MIDI files | |
264 | 45 - MP3 files (internal decoder, different than the one SMPEG uses) |
239 | 46 - Raw waveform data |
232 | 47 |
48 Building/Installing: | |
253 | 49 Please read the INSTALL document. |
78 | 50 |
232 | 51 Reporting bugs/commenting: |
52 There is a mailing list available. To subscribe, send a blank email to | |
53 sdlsound-subscribe@icculus.org. This is the best way to get in touch with | |
54 SDL_sound developers. | |
55 | |
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56 --ryan. (icculus@icculus.org) |
253 | 57 |
319 | 58 |