Building is pretty easy. Please read README, too, as it duplicates and expands upon much of this information. ALL PLATFORMS: Please understand your rights and mine: read the text file COPYING in the root of the source tree. If you can't abide by it, delete this source tree now. The best documentation for the SDL_sound API is SDL_sound.h. It is VERY heavily commented, and makes an excellent, in-depth reference to all the functions. The official API reference is generated from this file with a program called "Doxygen" (http://www.doxygen.org/) Borland C++ Builder for Linux (Kylix 3): Unzip the "borland.zip" file in the root of the source tree and use the project files in the newly-created Borland/k3 directory. Makefiles for the command line compiler are in Borland/freebcc ... Unix: (If you pulled the source from CVS), run ./bootstrap run ./configure --help, and see if there's any options you need. Rerun configure with those options. If this is confusing to you, just run ./configure with no options: the defaults are generally decent, and configure is usually smart enough to figure out what's best.. If configuration succeeded, run "make". Run "make install" as root to install the library for use on your system. This should work for most Unix-style systems, including Linux, *BSD, BeOS, and MacOS X. Reports of success and failure are welcome. MacOS 9 users: Included with the source is CWProject.sit, which contains project files for CodeWarrior 5.0 and later. MacOS X command line tools: You can use the "UNIX" instructions above if you like the command line tools. MacOS X Project Builder: If you prefer to use Project Builder, use the project files included with this source: PBProjects.tar.gz...unpack it in the root of the SDL_sound folder. This archive contains several external libraries you would have to download/install manually if you used the command line tools (these libraries are for extra decoders, and are NOT required for SDL_sound to function...however, without them, the number of sound formats you can decode is reduced.) BeOS: You can use the "UNIX" instructions above, too. Win32 Visual C: For Visual C, use: http://icculus.org/SDL_sound/downloads/sdl_sound_visualc_srcs.zip ...and unzip it somewhere. This zipfile has a complete copy of the SDL_sound sources, Visual C project files, and several external libraries, too. This zip is everything you should need, and you can scrap this copy of the source. Win32 Cygwin: Cygwin users can try their luck with the Unix build instructions in this tarball instead. Win32 Borland C++ Builder 6: Unzip the "borland.zip" file in the root of the source tree and use the project files in the newly-created Borland/bcb6 directory. Makefiles for the command line compiler are in Borland/freebcc ... these are unmaintained, and you will need to go find the external libraries you want to use (those that wish to maintain these project files should contact me). If building is successful, there will be a shared library and a binary called "playsound". Windows CE (Microsoft PocketPC): You'll need Microsoft's PocketPC development environment, and this zipfile: http://icculus.org/SDL_sound/downloads/SDL_soundCE.zip Unzip that into the root of this source tree. The new "wce" directory has project files, and the source to some of the external decoders is included. Note that not all of the decoders are supported on PocketPC (but please, do send us patches if you get them working!) OTHER PLATFORMS: Send me patches, and instructions, and I'll list them here. Consider joining the SDL_sound mailing list. Details are at: http://icculus.org/SDL_sound/ --ryan. (icculus@icculus.org)