<!DOCTYPE html PUBLIC "-//W3C//DTD XHTML 1.0 Transitional//EN" "http://www.w3.org/TR/xhtml1/DTD/xhtml1-transitional.dtd"> <html xmlns="http://www.w3.org/1999/xhtml"> <head> <meta http-equiv="Content-Type" content="text/xhtml;charset=UTF-8"/> <meta http-equiv="X-UA-Compatible" content="IE=9"/> <meta name="generator" content="Doxygen 1.8.5"/> <title>SDL_sound: SDL_sound</title> <link href="tabs.css" rel="stylesheet" type="text/css"/> <script type="text/javascript" src="jquery.js"></script> <script type="text/javascript" src="dynsections.js"></script> <link href="doxygen.css" rel="stylesheet" type="text/css" /> </head> <body> <div id="top"><!-- do not remove this div, it is closed by doxygen! --> <div id="titlearea"> <table cellspacing="0" cellpadding="0"> <tbody> <tr style="height: 56px;"> <td style="padding-left: 0.5em;"> <div id="projectname">SDL_sound  <span id="projectnumber">1.0.1</span> </div> </td> </tr> </tbody> </table> </div> <!-- end header part --> <!-- Generated by Doxygen 1.8.5 --> <div id="navrow1" class="tabs"> <ul class="tablist"> <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><!-- top --> <div class="header"> <div class="headertitle"> <div class="title">SDL_sound </div> </div> </div><!--header--> <div class="contents"> <div class="textblock"><p>The latest version of SDL_sound can be found at: <a href="http://icculus.org/SDL_sound/">http://icculus.org/SDL_sound/</a></p> <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> <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> <p>Support is in place or planned for the following sound formats:</p> <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> <p>Please see the file COPYING in the source's root directory.</p> <dl class="section author"><dt>Author</dt><dd>Ryan C. Gordon (<a href="#" onclick="location.href='mai'+'lto:'+'icc'+'ul'+'us@'+'ic'+'cul'+'us'+'.or'+'g'; return false;">iccul<span style="display: none;">.nosp@m.</span>us@i<span style="display: none;">.nosp@m.</span>cculu<span style="display: none;">.nosp@m.</span>s.or<span style="display: none;">.nosp@m.</span>g</a>) </dd> <dd> many others, please see CREDITS in the source's root directory. </dd></dl> </div></div><!-- contents --> <!-- start footer part --> <hr class="footer"/><address class="footer"><small> Generated on Thu Oct 17 2013 22:15:33 for SDL_sound by  <a href="http://www.doxygen.org/index.html"> <img class="footer" src="doxygen.png" alt="doxygen"/> </a> 1.8.5 </small></address> </body> </html>