Mercurial > SDL_sound_CoreAudio
diff INSTALL.txt @ 551:668dd6675b7f
Renamed a bunch of FILENAME to FILENAME.txt
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Tue, 09 Sep 2008 16:26:24 -0400 |
parents | INSTALL@2df1f5c62d38 |
children |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/INSTALL.txt Tue Sep 09 16:26:24 2008 -0400 @@ -0,0 +1,105 @@ +Building is pretty easy. Please read README, too, as it duplicates and +expands upon much of this information. + + +ALL PLATFORMS: + +Please understand your rights and mine: read the text file COPYING in the root +of the source tree. If you can't abide by it, delete this source tree now. + +The best documentation for the SDL_sound API is SDL_sound.h. It is VERY +heavily commented, and makes an excellent, in-depth reference to all the +functions. The official API reference is generated from this file with +a program called "Doxygen" (http://www.doxygen.org/) + + +Borland C++ Builder for Linux (Kylix 3): + Unzip the "borland.zip" file in the root of the source tree and use the + project files in the newly-created Borland/k3 directory. Makefiles for the + command line compiler are in Borland/freebcc ... + + +Unix: + (If you pulled the source from CVS), run ./bootstrap + + run ./configure --help, and see if there's any options you need. Rerun + configure with those options. If this is confusing to you, just run + ./configure with no options: the defaults are generally decent, and + configure is usually smart enough to figure out what's best.. + + If configuration succeeded, run "make". + + Run "make install" as root to install the library for use on your system. + + This should work for most Unix-style systems, including Linux, *BSD, BeOS, and + MacOS X. Reports of success and failure are welcome. + + +MacOS 9 users: + Included with the source is CWProject.sit, which contains project files for + CodeWarrior 5.0 and later. + + +MacOS X command line tools: + You can use the "UNIX" instructions above if you like the command line tools. + + +MacOS X Project Builder: + If you prefer to use Project Builder, use the project files included with + this source: PBProjects.tar.gz...unpack it in the root of the SDL_sound + folder. This archive contains several external libraries you would have + to download/install manually if you used the command line tools (these + libraries are for extra decoders, and are NOT required for SDL_sound to + function...however, without them, the number of sound formats you can + decode is reduced.) + + +BeOS: + You can use the "UNIX" instructions above, too. + + +Win32 Visual C: + For Visual C, use: + http://icculus.org/SDL_sound/downloads/sdl_sound_visualc_srcs.zip + ...and unzip it somewhere. This zipfile has a complete copy of the + SDL_sound sources, Visual C project files, and several external libraries, + too. This zip is everything you should need, and you can scrap this copy of + the source. + + +Win32 Cygwin: + Cygwin users can try their luck with the Unix build instructions in this + tarball instead. + + +Win32 Borland C++ Builder 6: + Unzip the "borland.zip" file in the root of the source tree and use the + project files in the newly-created Borland/bcb6 directory. Makefiles for the + command line compiler are in Borland/freebcc ... these are unmaintained, and + you will need to go find the external libraries you want to use (those that + wish to maintain these project files should contact me). + + +If building is successful, there will be a shared library and a binary + called "playsound". + + +Windows CE (Microsoft PocketPC): + You'll need Microsoft's PocketPC development environment, and this zipfile: + http://icculus.org/SDL_sound/downloads/SDL_soundCE.zip + + Unzip that into the root of this source tree. The new "wce" directory has + project files, and the source to some of the external decoders is included. + Note that not all of the decoders are supported on PocketPC (but please, do + send us patches if you get them working!) + + +OTHER PLATFORMS: + +Send me patches, and instructions, and I'll list them here. Consider +joining the SDL_sound mailing list. Details are at: + http://icculus.org/SDL_sound/ + +--ryan. (icculus@icculus.org) + +