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INSTALL.txt
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INSTALL.txt
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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@icculus.org)