I used this shell script to build a universal libmp3lame.a file. Note this uses Xcode 4.3 paths and iOS 5.1 compilers.
#!/bin/bash
SDK_VERSION="5.1"
mkdir build
function build_lame()
{
make distclean
./configure \
CFLAGS="-isysroot /Applications/Xcode.app/Contents/Developer/Platforms/${SDK}.platform/Developer/SDKs/${SDK}${SDK_VERSION}.sdk" \
CC="/Applications/Xcode.app/Contents/Developer/Platforms/${SDK}.platform/Developer/usr/bin/gcc -arch ${PLATFORM}" \
--prefix=/Users/mcrute/Desktop/lame \
--host="arm-apple-darwin9" \
--disable-shared \
--enable-static \
--disable-decoder \
--disable-frontend
make
cp "libmp3lame/.libs/libmp3lame.a" "build/libmp3lame-${PLATFORM}.a"
}
PLATFORM="i686"
SDK="iPhoneSimulator"
build_lame
PLATFORM="armv6"
SDK="iPhoneOS"
build_lame
PLATFORM="armv7"
build_lame
lipo -create build/* -output build/libmp3lame.a
Take the libmp3lame.a file from build along with the lame.h file from the include directory and drop them in your Xcode project and you should be ready to use lame in either the simulator or a real device.