SDL_sound unknown version (build with 'make docs' next time!)
SDL_sound

The latest version of SDL_sound can be found at: https://icculus.org/SDL_sound/

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.

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 https://www.libsdl.org/

Support is in place or planned for the following sound formats:

  • .WAV (Microsoft WAVfile RIFF data, internal.)
  • .VOC (Creative Labs' Voice format, internal.)
  • .MP3 (MPEG-1 Layer 3 support, via libmpg123.)
  • .MID (MIDI music converted to Waveform data, internal.)
  • .MOD (MOD files, via internal copy of libModPlug.)
  • .OGG (Ogg files, via internal copy of stb_vorbis.)
  • .SHN (Shorten files, internal.)
  • .RAW (Raw sound data in any format, internal.)
  • .AU (Sun's Audio format, internal.)
  • .AIFF (Audio Interchange format, internal.)
  • .FLAC (Lossless audio compression, via libFLAC.)

(...and more to come...)

Please see the file LICENSE.txt in the source's root directory.

Author
Ryan C. Gordon (iccul.nosp@m.us@i.nosp@m.cculu.nosp@m.s.or.nosp@m.g)
many others, please see CREDITS in the source's root directory.