<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> <html><head><meta http-equiv="Content-Type" content="text/html;charset=UTF-8"> <title>SDL_sound: SDL_sound</title> <link href="tabs.css" rel="stylesheet" type="text/css"> <link href="doxygen.css" rel="stylesheet" type="text/css"> </head><body> <!-- Generated by Doxygen 1.5.9 --> <div class="navigation" id="top"> <div class="tabs"> <ul> <li class="current"><a href="index.html"><span>Main Page</span></a></li> <li><a href="annotated.html"><span>Data Structures</span></a></li> <li><a href="files.html"><span>Files</span></a></li> </ul> </div> </div> <div class="contents"> <h1>SDL_sound</h1> <p> <h3 align="center">1.0.1 </h3>The latest version of SDL_sound can be found at: <a href="http://icculus.org/SDL_sound/">http://icculus.org/SDL_sound/</a><p> The basic gist of SDL_sound is that you use an SDL_RWops to get sound data into this library, and SDL_sound will take that data, in one of several popular formats, and decode it into raw waveform data in the format of your choice. This gives you a nice abstraction for getting sound into your game or application; just feed it to SDL_sound, and it will handle decoding and converting, so you can just pass it to your SDL audio callback (or whatever). Since it gets data from an SDL_RWops, you can get the initial sound data from any number of sources: file, memory buffer, network connection, etc.<p> As the name implies, this library depends on SDL: Simple Directmedia Layer, which is a powerful, free, and cross-platform multimedia library. It can be found at <a href="http://www.libsdl.org/">http://www.libsdl.org/</a><p> Support is in place or planned for the following sound formats:<ul> <li>.WAV (Microsoft WAVfile RIFF data, internal.)</li><li>.VOC (Creative Labs' Voice format, internal.)</li><li>.MP3 (MPEG-1 Layer 3 support, via the SMPEG and mpglib libraries.)</li><li>.MID (MIDI music converted to Waveform data, internal.)</li><li>.MOD (MOD files, via MikMod and ModPlug.)</li><li>.OGG (Ogg files, via Ogg Vorbis libraries.)</li><li>.SPX (Speex files, via libspeex.)</li><li>.SHN (Shorten files, internal.)</li><li>.RAW (Raw sound data in any format, internal.)</li><li>.AU (Sun's Audio format, internal.)</li><li>.AIFF (Audio Interchange format, internal.)</li><li>.FLAC (Lossless audio compression, via libFLAC.)</li></ul> <p> (...and more to come...)<p> Please see the file COPYING in the source's root directory.<p> <dl class="author" compact><dt><b>Author:</b></dt><dd>Ryan C. Gordon (<a href="mailto:icculus@icculus.org">icculus@icculus.org</a>) <p> many others, please see CREDITS in the source's root directory. </dd></dl> </div> <hr size="1"><address style="text-align: right;"><small>Generated on Thu Aug 20 13:53:21 2009 for SDL_sound by <a href="http://www.doxygen.org/index.html"> <img src="doxygen.png" alt="doxygen" align="middle" border="0"></a> 1.5.9 </small></address> </body> </html>