Skip to content

icculus/SDL_sound

Repository files navigation

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)