19 lines
1.5 KiB
Markdown
19 lines
1.5 KiB
Markdown
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# Introduction to SDL_mixer with Xcode
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The easiest way to use SDL_mixer is to include it along with SDL as subprojects in your project.
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We'll start by creating a simple project to build and run [hello.c](hello.c)
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- Create a new project in Xcode, using the App template and selecting Objective C as the language
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- Remove the .h and .m files that were automatically added to the project
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- Remove the main storyboard that was automatically added to the project
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- On iOS projects, select the project, select the main target, select the Info tab, look for "Custom iOS Target Properties", and remove "Main storyboard base file name" and "Application Scene Manifest"
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- Right click the project and select "Add Files to [project]", navigate to the SDL_mixer docs directory and add the file hello.c
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- Right click the project and select "Add Files to [project]", navigate to the SDL Xcode/SDL directory and add SDL.xcodeproj
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- Right click the project and select "Add Files to [project]", navigate to the SDL_mixer Xcode directory and add SDL_mixer.xcodeproj
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- Select the project, select the main target, select the General tab, look for "Frameworks, Libaries, and Embedded Content", and add SDL3.framework and SDL3_mixer.framework
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- Build and run!
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Support for GME, Ogg, Opus, Wavepack, and XMP are not included by default because of the size of the decode libraries, but you can get them by running external/download.sh and editing the config at the top of the Xcode project to enable them. You will need to include the appropriate framework in your application.
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