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2012-10-08Revbump after updating graphics/pangoadam1-2/+2
2012-10-02Drop superfluous PKG_DESTDIR_SUPPORT, "user-destdir" is default these days.asau1-3/+1
2012-10-02Mass recursive bump after the dependence fix of the "cairo" packagetron1-2/+2
requested by Thomas Klausner.
2012-09-15recursive bump from libffi shlib major bumpobache1-2/+2
(additionaly, reset PKGREVISION of qt4-* sub packages from base qt4 update)
2012-09-07Revbump after updating graphics/cairoadam1-1/+2
2012-05-29Update to 1.2.1 (GTK3 version):wiz2-8/+7
sfxr-sdl-1.2 ------------ * Added support for gtk+-3.0 by Tim Oertel (toertel-sfxr@manax.org http://www.heroicproportions.org) (Sorry, you have to edit the makefile to switch back to gtk+-2.0) sfxr-sdl-1.2.1 -------------- * Fixed bug, the loop function call in main was commented out by Johan Helsing (bobbaluba@gmail.com) * Fixed broken target clean in Makefile
2012-03-03Recursive bump for pcre-8.30* (shlib major change)wiz1-2/+2
2012-02-06Revbump forwiz1-2/+2
a) tiff update to 4.0 (shlib major change) b) glib2 update 2.30.2 (adds libffi dependency to buildlink3.mk) Enjoy.
2011-11-01Recursive bump for graphics/freetype2 buildlink addition.sbd1-2/+2
2011-04-22recursive bump from gettext-lib shlib bump.obache1-2/+2
2011-01-13png shlib name changed for png>=1.5.0, so bump PKGREVISIONs.wiz1-2/+2
2010-11-15PKGREVISION bumps for changes to gtk2, librsvg, libbonobo and libgnomeabs1-2/+2
2010-09-14Bump dependency on pixman to 0.18.4 because cairo-1.10 needs thatwiz1-2/+2
version, and bump all depends. Per discussion on pkgsrc-changes.
2010-06-13Bump PKGREVISION for libpng shlib name change.wiz1-1/+2
Also add some patches to remove use of deprecated symbols and fix other problems when looking for or compiling against libpng-1.4.x.
2010-03-03Initial import of sfxr-1.1:wiz4-0/+63
sfxr's original purpose was to provide a simple means of getting basic sound effects into a game for those people who were working hard to get their entries done for the Ludum Dare gaming contest within the 48 hours and didn't have time to spend looking for suitable ways of doing this. The idea was that they could just hit a few buttons in this application and get some largely randomized effects that were custom in the sense that the user could accept/reject each proposed sound.