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bill In SDL_wave.c, BEXT wave files with "bext" instead of "fmt " are choked on if (chunk.magic != FMT) { SDL_SetError("Complex WAVE files not supported"); was_error = 1; goto done; } BEXT files http://en.wikipedia.org/wiki/Broadcast_Wave_Format actually playback the same as regular waves. All they have is (A LOT OF) extra header info. To open them, just SKIP the "bext" chunk, and the "fmt " chunk will be a couple of hundred bytes later. The "fmt " chunk is also bloated, but if you skip past the extra information to the "data" chunk, there is nothing different about a BEXT wave file than a "normal" one. You can then load the data and proceed as normal. |
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android-project | ||
build-scripts | ||
cmake | ||
debian | ||
include | ||
premake | ||
src | ||
test | ||
VisualC | ||
VisualC-WinRT | ||
visualtest | ||
Xcode | ||
Xcode-iOS | ||
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Android.mk | ||
autogen.sh | ||
BUGS.txt | ||
cmake_uninstall.cmake.in | ||
CMakeLists.txt | ||
configure | ||
configure.in | ||
COPYING.txt | ||
CREDITS.txt | ||
INSTALL.txt | ||
Makefile.in | ||
Makefile.minimal | ||
Makefile.pandora | ||
Makefile.psp | ||
Makefile.wiz | ||
README-android.txt | ||
README-cmake.txt | ||
README-directfb.txt | ||
README-dynapi.txt | ||
README-gesture.txt | ||
README-hg.txt | ||
README-ios.txt | ||
README-linux.txt | ||
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README-nacl.txt | ||
README-pandora.txt | ||
README-platforms.txt | ||
README-porting.txt | ||
README-psp.txt | ||
README-raspberrypi.txt | ||
README-SDL.txt | ||
README-touch.txt | ||
README-wince.txt | ||
README-windows.txt | ||
README-winrt.txt | ||
README.txt | ||
sdl2-config.in | ||
sdl2.m4 | ||
sdl2.pc.in | ||
SDL2.spec.in | ||
TODO.txt | ||
VisualC.html | ||
WhatsNew.txt |
Simple DirectMedia Layer (SDL) Version 2.0 --- http://www.libsdl.org/ Simple DirectMedia Layer is a cross-platform development library designed to provide low level access to audio, keyboard, mouse, joystick, and graphics hardware via OpenGL and Direct3D. It is used by video playback software, emulators, and popular games including Valve's award winning catalog and many Humble Bundle games. SDL officially supports Windows, Mac OS X, Linux, iOS, and Android. Support for other platforms may be found in the source code. SDL is written in C, works natively with C++, and there are bindings available for several other languages, including C# and Python. This library is distributed under the zlib license, which can be found in the file "COPYING.txt". The best way to learn how to use SDL is to check out the header files in the "include" subdirectory and the programs in the "test" subdirectory. The header files and test programs are well commented and always up to date. More documentation and FAQs are available online at: http://wiki.libsdl.org/ If you need help with the library, or just want to discuss SDL related issues, you can join the developers mailing list: http://www.libsdl.org/mailing-list.php If you want to report bugs or contribute patches, please submit them to bugzilla: http://bugzilla.libsdl.org/ Enjoy! Sam Lantinga (slouken@libsdl.org)