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c9baba9212
(My OCD kicked in today...) Remove repeated package names, capitalize first word, remove trailing periods and move overlong descriptions to longDescription. I also simplified some descriptions as well, when they were particularly long or technical, often based on Arch Linux' package descriptions. I've tried to stay away from generated expressions (and I think I succeeded). Some specifics worth mentioning: * cron, has "Vixie Cron" in its description. The "Vixie" part is not mentioned anywhere else. I kept it in a parenthesis at the end of the description. * ctags description started with "Exuberant Ctags ...", and the "exuberant" part is not mentioned elsewhere. Kept it in a parenthesis at the end of description. * nix has the description "The Nix Deployment System". Since that doesn't really say much what it is/does (especially after removing the package name!), I changed that to "Powerful package manager that makes package management reliable and reproducible" (borrowed from nixos.org). * Tons of "GNU Foo, Foo is a [the important bits]" descriptions is changed to just [the important bits]. If the package name doesn't contain GNU I don't think it's needed to say it in the description either.
37 lines
1.3 KiB
Nix
37 lines
1.3 KiB
Nix
{ stdenv, fetchurl, alsaLib, cmake }:
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let version = "1.7.411"; in
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stdenv.mkDerivation rec {
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name = "openal-${version}";
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src = fetchurl {
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url = "http://connect.creativelabs.com/openal/Downloads/openal-soft-${version}.bz2";
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sha256 = "1nbqvg08hy5p2cxy2i2mmh2szmbpsg2dcvhr61iplyisw04rwc8i";
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name = "openal-soft-${version}.tar.bz2";
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};
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buildInputs = [ cmake ] ++ stdenv.lib.optional (!stdenv.isDarwin) alsaLib;
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meta = {
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description = "Cross-platform 3D audio API";
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longDescription = ''
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OpenAL is a cross-platform 3D audio API appropriate for use with
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gaming applications and many other types of audio applications.
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The library models a collection of audio sources moving in a 3D
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space that are heard by a single listener somewhere in that
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space. The basic OpenAL objects are a Listener, a Source, and a
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Buffer. There can be a large number of Buffers, which contain
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audio data. Each buffer can be attached to one or more Sources,
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which represent points in 3D space which are emitting audio.
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There is always one Listener object (per audio context), which
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represents the position where the sources are heard -- rendering
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is done from the perspective of the Listener.
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'';
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homepage = http://www.openal.org/;
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license = stdenv.lib.licenses.gpl2Plus;
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};
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}
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