Mercurial > SDL_sound_CoreAudio
view README @ 248:effbf695ba58
Updated.
author | Ryan C. Gordon <icculus@icculus.org> |
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date | Tue, 05 Feb 2002 20:47:30 +0000 |
parents | 30e21a90f3b1 |
children | 6e1ee1f5be1b |
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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: MacOS X users: If you want to use the command line tools, read the next section. If you prefer to use PowerBuilder, download this file: http://icculus.org/SDL_sound/downloads/PBProjects.tar.gz ...and extract it into your SDL_sound directory. The PowerBuilder project files include several of the external libraries, whereas you will have to find and install those libraries yourself with the command line tools. MacOS 9 users: Included with the source is CWProject.sit, which contains project files for CodeWarrior 5.0 and later. Linux, Unix, BeOS, MacOS X command line, 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.