comparison README.txt @ 551:668dd6675b7f

Renamed a bunch of FILENAME to FILENAME.txt
author Ryan C. Gordon <icculus@icculus.org>
date Tue, 09 Sep 2008 16:26:24 -0400
parents README@fb84667d6652
children
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1 SDL_sound. An abstract soundfile decoder.
2
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:
15 http://icculus.org/SDL_sound/
16
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
22 Some optional external libraries that SDL_sound can use and where to find them:
23 SMPEG (used to decode MP3s): http://icculus.org/smpeg/
24 libvorbisfile (used to decode OGGs): http://www.xiph.org/ogg/vorbis/
25 libSpeex (used to decode SPXs): http://speex.org/
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/
29
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
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
37 configuration, SDL_sound always supports these file formats internally:
38
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
45 - MP3 files (internal decoder, different than the one SMPEG uses)
46 - Raw waveform data
47
48 Building/Installing:
49 Please read the INSTALL document.
50
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
56 --ryan. (icculus@icculus.org)
57
58