ref: d6e47684f70c9ca1ffb9cd48c82f9513ef88eddd
dir: /msvc10/Readme.txt/
This directory includes hand-crafted project files for building SoX using the Microsoft Visual C++ 10.0 (or later) compilers, available through Visual Studio 2010, Visual Studio 2012, or by downloading the freely-available Microsoft Windows SDK 7.1. This is the easiest way to build SoX with MS Visual C++. The resulting sox.exe has support for all SoX features except magic, ffmpeg, ladspa, and pulseaudio. LAME (libmp3lame.dll or lame_enc.dll), MAD (libmad.dll or cygmad-0.dll), libsndfile (libsndfile-1.dll), and AMR support (libamrnb-3.dll, libamrwb-3.dll) are loaded at runtime if they are available. How to build: 1. If you don't already have it, install .NET 4.0 (required for msbuild). If you don't already have Visual Studio 2010 (or later) or the Windows SDK 7.1 (or later) installed, download and install the Windows SDK 7.1 from Microsoft: http://www.microsoft.com/downloads/en/details.aspx?FamilyID=6b6c21d2-2006-4afa-9702-529fa782d63b&displaylang=en When installing the Windows SDK, include at least the following features: * Windows Headers and Libraries - Windows Headers * Windows Headers and Libraries - x86 Libraries * Windows Native Code Development - Tools * Windows Native Code Development - Visual C++ Compilers 2. Put the SoX code into a directory named sox. Extract the source code for the other libraries next to the sox directory. Remove the version numbers from the directory names. The following versions were tested and successfully built: -- flac-1.2.1.tar.gz extracted into directory flac -- lame-398.4.tar.gz extracted into directory lame -- libid3tag-0.15.1b.tar.gz extracted into directory libid3tag -- libmad-0.15.1b.tar.gz extracted into directory libmad -- libogg-1.2.2.tar.gz extracted into directory libogg -- libpng-1.5.1.tar.gz extracted into directory libpng -- libsndfile-1.0.23.tar.gz extracted into directory libsndfile -- libvorbis-1.3.2.tar.gz extracted into directory libvorbis -- speex-1.2rc1.tar.gz extracted into directory speex -- wavpack-4.60.1.tar.bz2 extracted into directory wavpack -- zlib-1.2.5.tar.gz extracted into directory zlib 3. If using Visual Studio, open the sox\msvc10\SoX.sln solution in Visual Studio. If using the Windows SDK, open a normal command prompt, then run: "c:\Program Files\Microsoft SDKs\Windows\v7.1\bin\SetEnv.cmd" /x86 /Release /xp then CD to the sox\msvc10 folder. 4. If any of the above libraries are not available or not wanted, adjust the corresponding HAVE_* settings in the soxconfig.h file and remove the corresponding project from the SoX.sln solution. If using Visual Studio, you will find the soxconfig.h file in the LibSox project's Config Files folder. If using the Windows SDK, you'll have to use a text editor (i.e. notepad) to edit the soxconfig.h file (sox\msvc10\sox\soxconfig.h), and you'll have to manually remove the entries for the unwanted projects. 5. If using Visual Studio, build the solution using the GUI. If using the Windows SDK, run: msbuild SoX.sln 6. The resulting executable files will be in sox\msvc10\Debug or sox\msvc10\Release. The resulting sox.exe will dynamically link to libmp3lame.dll, libmad.dll, libsndfile-1.dll, libamrnb-3.dll, and libamrwb-3.dll if they are available, but will run without them (though the corresponding features will be unavailable if they are not present). Points to note: - The libsndfile-1.0.20.tar.gz package does not include the sndfile.h header file. Normally, before compiling libsndfile, you would create sndfile.h (either by processing it via autoconf, by downloading a copy, or by renaming sndfile.h.in). However, this SoX solution includes its own version of sndfile.h, so you should not create a sndfile.h under the libsndfile folder. To repeat: you should extract a clean copy of libsndfile-1.0.20.tar.gz, and should not add, process, or rename any files. - The solution includes an experimental effect called speexdsp that uses the speex DSP library. This does not yet enable any support for the speex file format or speex codec. The speexdsp effect is simply an experimental effect to make use of the automatic gain control and noise filtering components that are part of the speex codec package. Support for the speex codec may be added later. - The included projects do not enable SSE2. You can enable this in the project properties under Configuration Properties, C/C++, Code Generation, Enable Enhanced Instruction Set. Note that some editions of Visual Studio might not include Enhanced Instruction Set support. - The included projects set the floating-point model to "fast". This means that the compiler is free to optimize floating-point operations. For example, the compiler might optimize the expression (14.0 * x / 7.0) into (x * 2.0). In addition, the compiler is allowed to leave expression results in floating-point registers to store temporary values instead of rounding each intermediate result to a 32-bit or 64-bit value. In some cases, these optimizations can change the results of floating-point calculations. If you need more precise results, you can change this optimization setting to one of the other values. The "precise" setting avoids any optimization that might possibly produce less-accurate results (it preserves the order of all operations) but keeps optimizations that might give unexpectedly-accurate results (for example, it might keep a temporary result in a double-precision register instead of rounding it to single-precision). The "strict" setting avoids any optimization that might change the result in any way contrary to the C/C++ standard and rounds every intermediate result to the requested precision according to standard floating-point rounding rules. You can change this setting in the project properties under Configuration Properties, C/C++, Code Generation, Floating Point Model.