Mercurial > SDL_sound_CoreAudio
view README.txt @ 562:7e08477b0fc1
MP3 decoder upgrade work.
Ripped out SMPEG and mpglib support, replaced it with "mpg123.c" and libmpg123.
libmpg123 is a much better version of mpglib, so it should solve all the
problems about MP3's not seeking, or most modern MP3's not playing at all,
etc. Since you no longer have to make a tradeoff with SMPEG for features, and
SMPEG is basically rotting, I removed it from the project.
There is still work to be done with libmpg123...there are MMX, 3DNow, SSE,
Altivec, etc decoders which we don't have enabled at the moment, and the
build system could use some work to make this compile more cleanly, etc.
Still: huge win.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Fri, 30 Jan 2009 02:44:47 -0500 |
parents | 668dd6675b7f |
children |
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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)