106 lines
3.7 KiB
Plaintext
106 lines
3.7 KiB
Plaintext
Building is pretty easy. Please read README, too, as it duplicates and
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expands upon much of this information.
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ALL PLATFORMS:
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Please understand your rights and mine: read the text file COPYING in the root
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of the source tree. If you can't abide by it, delete this source tree now.
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The best documentation for the SDL_sound API is SDL_sound.h. It is VERY
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heavily commented, and makes an excellent, in-depth reference to all the
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functions. The official API reference is generated from this file with
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a program called "Doxygen" (http://www.doxygen.org/)
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Borland C++ Builder for Linux (Kylix 3):
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Unzip the "borland.zip" file in the root of the source tree and use the
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project files in the newly-created Borland/k3 directory. Makefiles for the
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command line compiler are in Borland/freebcc ...
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Unix:
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(If you pulled the source from CVS), run ./bootstrap
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run ./configure --help, and see if there's any options you need. Rerun
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configure with those options. If this is confusing to you, just run
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./configure with no options: the defaults are generally decent, and
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configure is usually smart enough to figure out what's best..
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If configuration succeeded, run "make".
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Run "make install" as root to install the library for use on your system.
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This should work for most Unix-style systems, including Linux, *BSD, BeOS, and
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MacOS X. Reports of success and failure are welcome.
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MacOS 9 users:
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Included with the source is CWProject.sit, which contains project files for
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CodeWarrior 5.0 and later.
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MacOS X command line tools:
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You can use the "UNIX" instructions above if you like the command line tools.
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MacOS X Project Builder:
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If you prefer to use Project Builder, use the project files included with
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this source: PBProjects.tar.gz...unpack it in the root of the SDL_sound
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folder. This archive contains several external libraries you would have
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to download/install manually if you used the command line tools (these
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libraries are for extra decoders, and are NOT required for SDL_sound to
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function...however, without them, the number of sound formats you can
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decode is reduced.)
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BeOS:
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You can use the "UNIX" instructions above, too.
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Win32 Visual C:
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For Visual C, use:
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http://icculus.org/SDL_sound/downloads/sdl_sound_visualc_srcs.zip
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...and unzip it somewhere. This zipfile has a complete copy of the
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SDL_sound sources, Visual C project files, and several external libraries,
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too. This zip is everything you should need, and you can scrap this copy of
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the source.
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Win32 Cygwin:
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Cygwin users can try their luck with the Unix build instructions in this
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tarball instead.
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Win32 Borland C++ Builder 6:
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Unzip the "borland.zip" file in the root of the source tree and use the
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project files in the newly-created Borland/bcb6 directory. Makefiles for the
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command line compiler are in Borland/freebcc ... these are unmaintained, and
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you will need to go find the external libraries you want to use (those that
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wish to maintain these project files should contact me).
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If building is successful, there will be a shared library and a binary
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called "playsound".
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Windows CE (Microsoft PocketPC):
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You'll need Microsoft's PocketPC development environment, and this zipfile:
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http://icculus.org/SDL_sound/downloads/SDL_soundCE.zip
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Unzip that into the root of this source tree. The new "wce" directory has
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project files, and the source to some of the external decoders is included.
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Note that not all of the decoders are supported on PocketPC (but please, do
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send us patches if you get them working!)
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OTHER PLATFORMS:
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Send me patches, and instructions, and I'll list them here. Consider
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joining the SDL_sound mailing list. Details are at:
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http://icculus.org/SDL_sound/
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--ryan. (icculus@icculus.org)
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