Mercurial > SDL_sound_CoreAudio
view README @ 254:a73c51c12452
Memory access fixes.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Mon, 11 Feb 2002 07:04:06 +0000 |
parents | 6e1ee1f5be1b |
children | c6b7f7999a0e |
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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/ 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://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 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 - 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@clutteredmind.org)