Mercurial > SDL_sound_CoreAudio
view README @ 233:15a3b1a1291c
Kludged implementation of the rewind method.
author | Ryan C. Gordon <icculus@icculus.org> |
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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.