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54 lines
2.4 KiB
Text
54 lines
2.4 KiB
Text
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SDL_mixer 2.0
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The latest version of this library is available from:
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http://www.libsdl.org/projects/SDL_mixer/
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Due to popular demand, here is a simple multi-channel audio mixer.
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It supports 8 channels of 16 bit stereo audio, plus a single channel
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of music.
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See the header file SDL_mixer.h and the examples playwave.c and playmus.c
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for documentation on this mixer library.
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The mixer can currently load Microsoft WAVE files and Creative Labs VOC
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files as audio samples, it can load FLAC files with libFLAC, it can load
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Ogg Vorbis files with Ogg Vorbis or Tremor libraries, it can load MP3 files
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using mpg123, SMPEG or libmad, and it can load MIDI files with Timidity,
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FluidSynth, and natively on Windows, Mac OSX, and Linux, and finally it can
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load the following file formats via ModPlug or MikMod: .MOD .S3M .IT .XM.
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Tremor decoding is disabled by default; you can enable it by passing
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--enable-music-ogg-tremor
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to configure, or by defining MUSIC_OGG and OGG_USE_TREMOR.
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libmad decoding is disabled by default; you can enable it by passing
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--enable-music-mp3-mad
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to configure, or by defining MUSIC_MP3_MAD
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vvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvvv
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WARNING: The license for libmad is GPL, which means that in order to
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use it your application must also be GPL!
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^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
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The process of mixing MIDI files to wave output is very CPU intensive,
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so if playing regular WAVE files sound great, but playing MIDI files
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sound choppy, try using 8-bit audio, mono audio, or lower frequencies.
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To play MIDI files using FluidSynth, you'll need to set the SDL_SOUNDFONTS
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environment variable to a Sound Font 2 (.sf2) file containing the musical
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instruments you want to use for MIDI playback.
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(On some Linux distributions you can install the fluid-soundfont-gm package)
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To play MIDI files using Timidity, you'll need to get a complete set of
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GUS patches from:
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http://www.libsdl.org/projects/mixer/timidity/timidity.tar.gz
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and unpack them in /usr/local/lib under UNIX, and C:\ under Win32.
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iOS:
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In order to use this library on iOS, you should include the SDL.xcodeproj
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and Xcode-iOS/SDL_mixer.xcodeproj in your application, add the SDL/include
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and SDL_mixer directories to your "Header Search Paths" setting, then add the
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libSDL2.a and libSDL2_mixer.a to your "Link Binary with Libraries" setting.
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This library is under the zlib license, see the file "COPYING.txt" for details.
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