Mercurial > SDL_sound_CoreAudio
view INSTALL @ 474:c66080364dff
Most decoders now report total sample play time, now. Technically, this
breaks binary compatibility with the 1.0 branch, since it extends the
Sound_Sample struct, but most (all?) programs are just passing pointers
allocated by SDL_sound around, and might be okay.
Source-level compatibility is not broken...yet! :)
--ryan.
-------- Original Message --------
Subject: SDL_sound patch: Finding total length of time of sound file.
Date: Sun, 26 Jan 2003 09:31:17 -0800 (PST)
Hi Ryan,
I am working with Eric Wing and helping him modify
SDL_sound. AS part of our efforts in improving and
enhancing SDL_sound, we like to submit this patch. We
modified the codecs to find the total time of a sound
file. Below is the explanation of the patch. The
patch is appended as an attachment to this email.
* MOTIVATION:
We needed the ability to get the total play time of a
sample (And we noticed that we're not the only ones).
Since SDL_sound blocks direct access to the specific
decoders, there is no way for a user to know this
information short of decoding the whole thing.
Because of this, we believe this will be a useful
addition, even though the accuracy may not be perfect
(subject to each decoder) or the information may not
always be available.
* CONTRIBUTORS:
Wesley Leong (modified the majority of the codecs and
verified the results)
Eric Wing (showed everyone how to do modify codec,
modified mikmod)
Wang Lam (modified a handful of codecs, researched
into specs and int overflow)
Ahilan Anantha (modified a few codecs and helped with
integer math)
* GENERAL ISSUES:
We chose the value to be milliseconds as an Sint32.
Milliseconds because that's what Sound_Seek takes as a
parameter and -1 to allow for instances/codecs where
the value could not be determined. We are
not sure if this is the final convention you want, so
we are willing to work with you on this.
We also expect the total_time field to be set on open
and never again modified by SDL_sound. Users may
access it directly much like the sample buffer and
buffer_size. We thought about recomputing the time
on DecodeAll, but since users may seek or decode small
chunks first, not all the data may be there. So this
is better done by the user. This may be good
information to document.
Currently, all the main codecs are implemented except
for QuickTime.
author | Ryan C. Gordon <icculus@icculus.org> |
---|---|
date | Sat, 08 May 2004 08:19:50 +0000 |
parents | 41412aa092d1 |
children | 50bb9a6cebfe |
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Building is pretty easy. Please read README, too, as it duplicates and expands upon much of this information. ALL PLATFORMS: Please understand your rights and mine: read the text file COPYING in the root of the source tree. If you can't abide by it, delete this source tree now. The best documentation for the SDL_sound API is SDL_sound.h. It is VERY heavily commented, and makes an excellent, in-depth reference to all the functions. The official API reference is generated from this file with a program called "Doxygen" (http://www.doxygen.org/) Borland C++ Builder for Linux (Kylix 3): Unzip the "borland.zip" file in the root of the source tree and use the project files in the newly-created Borland/k3 directory. Makefiles for the command line compiler are in Borland/freebcc ... Unix: (If you pulled the source from CVS), run ./bootstrap run ./configure --help, and see if there's any options you need. Rerun configure with those options. If this is confusing to you, just run ./configure with no options: the defaults are generally decent, and configure is usually smart enough to figure out what's best.. If configuration succeeded, run "make". Run "make install" as root to install the library for use on your system. This should work for most Unix-style systems, including Linux, *BSD, BeOS, and MacOS X. Reports of success and failure are welcome. MacOS 9 users: Included with the source is CWProject.sit, which contains project files for CodeWarrior 5.0 and later. MacOS X command line tools: You can use the "UNIX" instructions above if you like the command line tools. MacOS X Project Builder: If you prefer to use Project Builder, use the project files included with this source: PBProjects.tar.gz...unpack it in the root of the SDL_sound folder. This archive contains several external libraries you would have to download/install manually if you used the command line tools (these libraries are for extra decoders, and are NOT required for SDL_sound to function...however, without them, the number of sound formats you can decode is reduced.) BeOS: You can use the "UNIX" instructions above, too. Win32 Visual C: For Visual C, use: http://icculus.org/SDL_sound/downloads/sdl_sound_visualc_srcs.zip ...and unzip it somewhere. This zipfile has a complete copy of the SDL_sound sources, Visual C project files, and several external libraries, too. This zip is everything you should need, and you can scrap this copy of the source. Win32 Cygwin: Cygwin users can try their luck with the Unix build instructions in this tarball instead. Win32 Borland C++ Builder 6: Unzip the "borland.zip" file in the root of the source tree and use the project files in the newly-created Borland/bcb6 directory. Makefiles for the command line compiler are in Borland/freebcc ... these are unmaintained, and you will need to go find the external libraries you want to use (those that wish to maintain these project files should contact me). If building is successful, there will be a shared library and a binary called "playsound". Windows CE (Microsoft PocketPC): You'll need Microsoft's PocketPC development environment, and this zipfile: http://icculus.org/SDL_sound/downloads/SDL_soundCE.zip Unzip that into the root of this source tree. The new "wce" directory has project files, and the source to some of the external decoders is included. Note that not all of the decoders are supported on PocketPC (but please, do send us patches if you get them working!) OTHER PLATFORMS: Send me patches, and instructions, and I'll list them here. Consider joining the SDL_sound mailing list. Details are at: http://icculus.org/SDL_sound/ --ryan. (icculus@clutteredmind.org)