Added RageSoundDriver_SDL to the build

This commit is contained in:
Ben Anderson
2003-06-14 17:04:46 +00:00
parent 339778ac62
commit ac2ef00623
+21 -1
View File
@@ -16,9 +16,24 @@ AM_CFLAGS += -O2
# This is a little hacky; we use our own version of SDL and SDL_sound, and I don't
# want to have to integrate their entire build systems.
# <roothorick> Why --disable-alsa --disable-oss? Because SDL and our own
# sound system conflict, which might be safe on OSS (SDL simply
# gets rejected), but on ALSA, even when going through the OSS
# emu, this conflict causes StepMania to hang on soundcards
# incapable of handling multiple applications at the same time
# (which is basically everything besides SB Lives). This hang
# happens because if you try to open() a character device
# corresponding to an ALSA soundcard that's being used and
# can't handle multiple applications at one time, the open()
# call doesn't return until whatever's using the card closes it
# (in this case, StepMania, which is waiting for SDL to bring
# itself up, which will never happen, because the open() is
# hanging, because... you get the idea.) Setting these switches
# keep SDL from trying to grab the soundcard, so we have it all
# to ourselves, thus preventing that nasty hang on boot.
SDL-1.2.5/src/.libs/libSDL.a:
cd SDL-1.2.5 && ./configure \
--disable-nasm --disable-arts --disable-esd --enable-static --disable-shared --enable-debug
--disable-nasm --disable-arts --disable-esd --enable-static --disable-shared --enable-debug --disable-alsa --disable-oss
make -C SDL-1.2.5
SDL_sound-1.0.0/.libs/libSDL_sound.a:
@@ -145,6 +160,10 @@ Sound_ALSA9 = \
arch/Sound/RageSoundDriver_ALSA9.cpp \
arch/Sound/RageSoundDriver_ALSA9.h
Sound_SDL = \
arch/Sound/RageSoundDriver_SDL.cpp \
arch/Sound/RageSoundDriver_SDL.h
Sound_Null = \
arch/Sound/RageSoundDriver_Null.cpp \
arch/Sound/RageSoundDriver_Null.h
@@ -156,6 +175,7 @@ endif
if HAVE_OSS
Sound += $(Sound_OSS)
endif
Sound += $(Sound_SDL)
stepmania_SOURCES = $(Rage) $(DataStructures) $(FileTypes) $(StepMania) $(Transitions) \
$(Actors) $(ActorsInMenus) $(ActorsInGameplay) $(Screens) $(GlobalSingletons) \