view README @ 233:15a3b1a1291c

Kludged implementation of the rewind method.
author Ryan C. Gordon <icculus@icculus.org>
date Sat, 19 Jan 2002 20:02:55 +0000
parents 34000a50353b
children 30e21a90f3b1
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SDL_sound. An abstract soundfile decoder.

Check here, until I get to write more of this README:
   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.
   Then, run ./configure with your favorite options, "make", "make install".

Win32 users:
   Download http://icculus.org/SDL_sound/downloads/SDL_sound_win32.zip and
   unzip it in the root of the source tree (the directory with SDL_sound.c,
   etc). This will give you Visual C++ project files and some other needed
   code.

There will be a shared library and a binary called "playsound".


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.