[SDL] Sound and Music

Antonio SJ Musumeci asm3072 at njit.edu
Wed Sep 14 08:49:16 PDT 2005


the LGPL allows you to statically link against code which is licensed 
under it... you just need to provide the object files for your code so 
that someone may link it against another version of the LGPLed code. 
It's hardly practical... but possible.

Casey O'Donnell wrote:
> As he's planning on it being GPL (I think), I would agree with your
> static statement. But if you're using SDL (which is LGPL), and you
> statically link, you must release your source. If you're cool with
> that, I agree. If not, you must dynamically link.
> 
> On the windows side, I just include the DLL's I use that aren't system
> ones right in the directory with the .exe, just like I do on MacOS.
> Why do you percieve it to be so difficult? I've never needed an
> installer that isn't just a fancy self extracting archive.
> 
> On an embeded system, I would actually agree. But I don't think you're
> talking about that here.
> 
> On 9/14/05, Andre Krause <post at andre-krause.net> wrote:
> 
>>Marian Schedenig wrote:
>>
>>
>>>On Tuesday 13 September 2005 22:32, Koshmaar wrote:
>>>
>>>
>>>
>>>>If you don't plan to sell your game (or don't have the money to buy a
>>>>license for commercial project), you may use FMOD and FMOD Ex for free.
>>>>
>>>>
>>>
>>>Well, this one should be GNU when I finally clean up the code enough to
>>>release it without feeling ashamed. ;) But I have already plans for a next
>>>game, which will probably come as a shareware version (either that, or it
>>>will probably too much work for us to do it). I'm trying really hard to make
>>>my classes low-level enough to carry them over to that new game, so I'm not
>>>really comfortable with FMOD's license (I did see the shareware option in the
>>>license, but I'm still not too excited).
>>>
>>>Thx,
>>>Marian.
>>>
>>>
>>>
>>
>>there's another problem with fmod: no sources!! so you cannot compile
>>your own static library.
>>and i tell you what: i really DO NOT WANT to depend my game on any dlls
>>except os provided dlls.  why? i like games that are contained all into
>>a single exe file. no installation, no unpacking. just download and
>>start. how should i do it with dlls?
>>sure, there are commercial tools to embed dlls and all other resources
>>into the exe file, but then you need some temporary space to unpack the
>>dlls to this means writing to a probably slow / overfull / write
>>protected disk and adds platform specific code to detect temp directory
>>etc.
>>
>>
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> 
> 
> 




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