Mercurial > SDL_sound_CoreAudio
diff README.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 | README@fb84667d6652 |
children |
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--- /dev/null Thu Jan 01 00:00:00 1970 +0000 +++ b/README.txt Tue Sep 09 16:26:24 2008 -0400 @@ -0,0 +1,58 @@ +SDL_sound. An abstract soundfile decoder. + +SDL_sound is a library that handles the decoding of several popular sound file + formats, such as .WAV and .MP3. It is meant to make the programmer's sound + playback tasks simpler. The programmer gives SDL_sound a filename, or feeds + it data directly from one of many sources, and then reads the decoded + waveform data back at her leisure. If resource constraints are a concern, + SDL_sound can process sound data in programmer-specified blocks. Alternately, + SDL_sound can decode a whole sound file and hand back a single pointer to the + whole waveform. SDL_sound can also handle sample rate, audio format, and + channel conversion on-the-fly and behind-the-scenes, if the programmer + desires. + +Please check the website for the most up-to-date information about SDL_sound: + http://icculus.org/SDL_sound/ + +SDL_sound _REQUIRES_ Simple Directmedia Layer (SDL) to function, and cannot + be built without it. You can get SDL from http://www.libsdl.org/. SDL_sound + has only been tried with the SDL 1.2 series, but may work on older versions. + Reports of success or failure are welcome. + +Some optional external libraries that SDL_sound can use and where to find them: + SMPEG (used to decode MP3s): http://icculus.org/smpeg/ + libvorbisfile (used to decode OGGs): http://www.xiph.org/ogg/vorbis/ + libSpeex (used to decode SPXs): http://speex.org/ + 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/ + + Experimental QuickTime support for the Mac is included, but has not been + integrated with the build system, and probably doesn't work with + QuickTime for Windows. + +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 internally: + + - 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 + - MP3 files (internal decoder, different than the one SMPEG uses) + - Raw waveform data + +Building/Installing: + Please read the INSTALL document. + +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. + +--ryan. (icculus@icculus.org) + +