Mercurial > SDL_sound_CoreAudio
diff README @ 232:34000a50353b
Updated.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Sat, 19 Jan 2002 19:04:55 +0000 |
parents | daa18455baf9 |
children | 30e21a90f3b1 |
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--- a/README Sat Jan 19 16:58:34 2002 +0000 +++ b/README Sat Jan 19 19:04:55 2002 +0000 @@ -1,8 +1,30 @@ SDL_sound. An abstract soundfile decoder. Check here, until I get to write more of this README: + http://icculus.org/SDL_sound/ - http://icculus.org/SDL_sound/ +Some optional external libraries that SDL_sound can use and where to find them: + SMPEG (used to decode MP3s): http://www.lokigames.com/development/smpeg.php3 + libvorbis (used to decode OGGs): http://www.xiph.org/ogg/vorbis/ + libFLAC (used to decode FLACs): http://flac.sourceforge.net/ + libModPlug (used to decode MODs, etc): http://modplug-xmms.sourceforge.net/ + libMikMod (used to decode MODs, etc, too): http://www.mikmod.org/ + +These external libraries are OPTIONAL. SDL_sound will build and function + without them, but various sound file formats are not supported unless these + libraries are available. Unless explicitly disabled during initial build + configuration, SDL_sound always supports these file formats: + + Microsoft .WAV files (uncompressed and MS-ADPCM encoded). + Creative Labs .VOC files + Shorten (.SHN) files + Audio Interchange format (AIFF) files + Sun Audio (.AU) files + MIDI files + Raw waveform data + + +Building/Installing: Unix, BeOS, MacOS X, BSD users: If you pulled from CVS, run "./bootstrap" first. @@ -16,5 +38,9 @@ There will be a shared library and a binary called "playsound". ---ryan. (icculus@clutteredmind.org) +Reporting bugs/commenting: + There is a mailing list available. To subscribe, send a blank email to + sdlsound-subscribe@icculus.org. This is the best way to get in touch with + SDL_sound developers. +