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It is meant to make the programmer's sound\nplayback tasks simpler. The programmer gives SDL_sound a filename, or feeds\nit data directly from one of many sources, and then reads the decoded\nwaveform data back at her leisure. If resource constraints are a concern,\nSDL_sound can process sound data in programmer-specified blocks. Alternately,\nSDL_sound can decode a whole sound file and hand back a single pointer to the\nwhole waveform. SDL_sound can also handle sample rate, audio format, and\nchannel conversion on-the-fly and behind-the-scenes, if the programmer\ndesires.\n\nPlease check the website for the most up-to-date information about SDL_sound:\n\nhttps://icculus.org/SDL_sound/\n\nSDL_sound _REQUIRES_ Simple Directmedia Layer (SDL) 3.x to function, and cannot\nbe built without it. You can get SDL from https://www.libsdl.org/\n\nCurrent versions of SDL_sound do not use any external libraries for decoding\nvarious file formats. All needed decoder source code is included with the\nlibrary. Unless explicitly disabled during initial build configuration,\nSDL_sound always supports the following file formats internally:\n\n- Wave (.WAV) files\n- MPEG-1 layers I-III (.MP3, .MP2, .MP1)\n- Ogg Vorbis (.OGG) files\n- Free Lossless Audio Codec (.FLAC) files\n- Audio Interchange format (.AIFF) files\n- Sun/NeXT Audio (.AU) files\n- Shorten (.SHN) files\n- Creative Labs Voice (.VOC) files\n- Various \"module\" formats (.MOD, .669, .AMF, .XM, .IT, .S3M, .STM, etc)\n- MIDI (.mid) files\n- Raw PCM data\n- (macOS/iOS only) anything that CoreAudio can decode.\n\n## Building/Installing:\n\nPlease read docs/INSTALL.txt.\n\n## Reporting bugs/commenting:\n\nPlease visit https://github.com/icculus/SDL_sound/issues for the bug tracker.\n\n","project_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ficculus%2Fsdl_sound","html_url":"https://awesome.ecosyste.ms/projects/github.com%2Ficculus%2Fsdl_sound","lists_url":"https://awesome.ecosyste.ms/api/v1/projects/github.com%2Ficculus%2Fsdl_sound/lists"}