gps/GPSResources/tcpmpVerOld/mikmod/libmikmod/docs/mikmod.texi

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\input texinfo @c -*-texinfo-*-
@c %**start of header
@setfilename mikmod.info
@settitle MikMod sound library
@c %**end of header
@ignore
MikMod Sound Library Documentation
$Id: mikmod.texi,v 1.2 2004/01/27 18:59:23 raph Exp $
@end ignore
@c comment this during modifications
@finalout
@c @iftex
@c @afourpaper
@c @end iftex
@syncodeindex tp vr
@set documentation-version 1.3
@set documentation-date February 2004
@set library-version 3.1.12
@set authorname Miodrag Vallat
@set authoraddress miod@@mikmod.org
@c ========================================================== Copyright (info)
@ifinfo
Copyright @copyright{} 1998, 1999, 2000, 2001, 2002 Miodrag Vallat and others --- see
file AUTHORS for complete list.
This library is free software; you can redistribute it and/or modify
it under the terms of the GNU Library General Public License as
published by the Free Software Foundation; either version 2 of
the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
@end ifinfo
@c ========================================================== Title page
@titlepage
@title{MikMod Sound Library}
@subtitle Documentation edition @value{documentation-version}
@subtitle @value{documentation-date}
@author @value{authorname}
@author (@code{@value{authoraddress}})
@page
@vskip 0pt plus 1filll
@c ========================================================== Copyright (TeX)
Copyright @copyright{} 1998, 1999, 2000, 2001, 2002 Miodrag Vallat and others --- see
file AUTHORS for complete list.
This library is free software; you can redistribute it and/or modify
it under the terms of the GNU Library General Public License as
published by the Free Software Foundation; either version 2 of
the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
@end titlepage
@c ========================================================== File information
@ifnottex
@dircategory Programming
@direntry
* MikMod: (mikmod). MikMod Sound Library.
@end direntry
@c ========================================================== Top node
@node Top, Introduction, (dir), (dir)
@top MikMod Sound Library
@w{This manual documents the MikMod Sound Library, version @value{library-version}.}
@menu
* Introduction:: What is MikMod ?
* Tutorial:: Your first steps with MikMod.
* Using the Library:: A thematic presentation of the library.
* Library Reference:: Detailed description of the functions and variables.
* Index::
@end menu
@end ifnottex
@c ========================================================== Introduction
@node Introduction, Tutorial, Top, Top
@chapter Introduction
The MikMod sound library is an excellent way for a programmer to add music
and sound effects to an application. It is a powerful and flexible library,
with a simple and easy-to-learn API.
Besides, the library is very portable and runs under a lot of Unices, as well
as under OS/2, MacOS and Windows. Third party individuals also maintain ports
on other systems, including MS-DOS, and BeOS.
MikMod is able to play a wide range of module formats, as well as digital sound
files. It can take advantage of particular features of your system, such as
sound redirection over the network. And due to its modular nature, the library
can be extended to support more sound or module formats, as well as new
hardware or other sound output capabilities, as they appear.
@c ========================================================== Tutorial
@node Tutorial, Using the Library, Introduction, Top
@chapter Tutorial
This chapter will describe how to quickly incorporate MikMod's power into
your programs. It doesn't cover everything, but that's a start and I hope
it will help you understand the library philosophy.
If you have a real tutorial to put here, you're welcome ! Please send it to
me@enddots{}
@menu
* MikMod Concepts:: A few things you'll need to know.
* A Skeleton Program:: The shortest MikMod program.
* Playing Modules:: How to create a simple module player.
* Playing Sound Effects:: How to play simple sound effects.
* More Sound Effects:: How to play more complex sound effects.
@end menu
@c ========================================================== Concepts
@node MikMod Concepts, A Skeleton Program, Tutorial, Tutorial
@section MikMod Concepts
MikMod's sound output is composed of several sound @emph{voices} which are
mixed, either in software or in hardware, depending of your hardware
configuration. Simple sounds, like sound effects, use only one voice, whereas
sound modules, which are complex arrangements of sound effects, use several
voices.
MikMod's functions operate either globally, or at the voice level. Differences
in the handling of sound effects and modules are kept minimal, at least for
the programmer.
The sound playback is done by a @emph{sound driver}. MikMod provides several
sound drivers: different hardware drivers, and some software drivers to
redirect sound in a file, or over the network. You can even add your own
driver, register it to make it known by the library, and select it (this is
exactly what the module plugin of xmms does).
@c ========================================================== Skeleton
@node A Skeleton Program, Playing Modules, MikMod Concepts, Tutorial
@section A Skeleton Program
@iftex
@findex MikMod_Exit
@findex MikMod_Init
@findex MikMod_RegisterAllDrivers
@end iftex
To use MikMod in your program, there are a few steps required:
@itemize @bullet
@item Include @file{mikmod.h} in your program.
@item Register the MikMod drivers you need.
@item Initialize the library with MikMod_Init() before using any other MikMod
function.
@item Give up resources with MikMod_Exit() at the end of your program, or before
when MikMod is not needed anymore.
@item Link your application with the MikMod sound library.
@end itemize
Here's a program which meets all those conditions:
@example
/* MikMod Sound Library example program: a skeleton */
#include <mikmod.h>
main()
@{
/* register all the drivers */
MikMod_RegisterAllDrivers();
/* initialize the library */
MikMod_Init("");
/* we could play some sound here... */
/* give up */
MikMod_Exit();
@}
@end example
This program would be compiled with the following command line:
@code{cc -o example example.c `libmikmod-config --cflags` `libmikmod-config --libs`}
Although this programs produces no useful result, many things happen when you
run it. The call to @code{MikMod_RegisterAllDrivers} registers all the drivers
embedded in the MikMod library. Then, @code{MikMod_Init} chooses the more
adequate driver and initializes it. The program is now ready to produce sound.
When sound is not needed any more, @code{MikMod_Exit} is used to relinquish
memory and let other programs have access to the sound hardware.
@c ========================================================== Modules
@node Playing Modules, Playing Sound Effects, A Skeleton Program, Tutorial
@section Playing Modules
@iftex
@findex MikMod_Exit
@findex MikMod_Init
@findex MikMod_RegisterAllDrivers
@findex MikMod_RegisterAllLoaders
@findex MikMod_Update
@vindex MikMod_errno
@findex MikMod_strerror
@findex Player_Active
@findex Player_Free
@findex Player_Load
@findex Player_Start
@findex Player_Stop
@end iftex
Our program is not really useful if it doesn't produce sound. Let's suppose
you've got this good old module, ``Beyond music'', in the file
@file{beyond music.mod}. How about playing it ?
To do this, we'll use the following code:
@example
/* MikMod Sound Library example program: a simple module player */
#include <unistd.h>
#include <mikmod.h>
main()
@{
MODULE *module;
/* register all the drivers */
MikMod_RegisterAllDrivers();
/* register all the module loaders */
MikMod_RegisterAllLoaders();
/* initialize the library */
md_mode |= DMODE_SOFT_MUSIC;
if (MikMod_Init("")) @{
fprintf(stderr, "Could not initialize sound, reason: %s\n",
MikMod_strerror(MikMod_errno));
return;
@}
/* load module */
module = Player_Load("beyond music.mod", 64, 0);
if (module) @{
/* start module */
Player_Start(module);
while (Player_Active()) @{
/* we're playing */
usleep(10000);
MikMod_Update();
@}
Player_Stop();
Player_Free(module);
@} else
fprintf(stderr, "Could not load module, reason: %s\n",
MikMod_strerror(MikMod_errno));
/* give up */
MikMod_Exit();
@}
@end example
What's new here ? First, we've not only registered MikMod's device driver,
but also the module loaders. MikMod comes with a large choice of module
loaders, each one for a different module type. Since @emph{every} loader is
called to determine the type of the module when we try to load them, you may
want to register only a few of them to save time. In our case, we don't matter,
so we happily register every module loader.
Then, there's an extra line before calling @code{MikMod_Init}. We change the
value of MikMod's variable @code{md_mode} to tell the library that we want the
module to be processed by the software. If you're the happy owner of a GUS-type
card, you could use the specific hardware driver for this card, but in this
case you should not set the @code{DMODE_SOFT_MUSIC} flag.
We'll ensure that @code{MikMod_Init} was successful. Note that, in case of
error, MikMod provides the variable @code{MikMod_errno}, an equivalent of
the C library @code{errno} for MikMod errors, and the function
@code{MikMod_strerror}, an equivalent to @code{strerror}.
Now onto serious business ! The module is loaded with the @code{Player_Load}
function, which takes the name of the module file, and the number of voices
afforded to the module. In this case, the module has only 4 channels, so 4
voices, but complex Impulse Tracker modules can have a lot of voices (as they
can have as many as 256 virtual channels with so-called ``new note actions'').
Since empty voices don't cost time to be processed, it is safe to use a big
value, such as 64 or 128. The third parameter is the ``curiosity'' of the
loader: if nonzero, the loader will search for hidden parts in the module.
However, only a few module formats can embed hidden or non played parts, so
we'll use 0 here.
Now that the module is ready to play, let's play it. We inform the player that
the current module is @code{module} with @code{Player_Start}. Playback starts,
but we have to update it on a regular basis. So there's a loop on the result
of the @code{Player_Active} function, which will tell us if the module has
finished. To update the sound, we simply call @code{MikMod_Update}.
After the module has finished, we tell the player its job is done with
@code{Player_Stop}, and we free the module with @code{Player_Free}.
@c ========================================================== Sound effects
@node Playing Sound Effects, More Sound Effects, Playing Modules, Tutorial
@section Playing Sound Effects
@iftex
@findex MikMod_DisableOutput
@findex MikMod_EnableOutput
@findex MikMod_Exit
@findex MikMod_Init
@findex MikMod_RegisterAllDrivers
@findex MikMod_SetNumVoices
@findex MikMod_Update
@findex Voice_Stopped
@findex Sample_Free
@findex Sample_Load
@findex Sample_Play
@end iftex
MikMod is not limited to playing modules, it can also play sound effects, that
is, module samples. It's a bit more complex than playing a module, because the
module player does a lot of things for us, but here we'll get more control over
what is actually played by the program. Let's look at an example:
@example
/* MikMod Sound Library example program: sound effects */
#include <unistd.h>
#include <mikmod.h>
main()
@{
int i;
/* sound effects */
SAMPLE *sfx1, *sfx2;
/* voices */
int v1, v2;
/* register all the drivers */
MikMod_RegisterAllDrivers();
/* initialize the library */
md_mode |= DMODE_SOFT_SNDFX;
if (MikMod_Init("")) @{
fprintf(stderr, "Could not initialize sound, reason: %s\n",
MikMod_strerror(MikMod_errno));
return;
@}
/* load samples */
sfx1 = Sample_Load("first.wav");
if (!sfx1) @{
MikMod_Exit();
fprintf(stderr, "Could not load the first sound, reason: %s\n",
MikMod_strerror(MikMod_errno));
return;
@}
sfx2 = Sample_Load("second.wav");
if (!sfx2) @{
Sample_Free(sfx1);
MikMod_Exit();
fprintf(stderr, "Could not load the second sound, reason: %s\n",
MikMod_strerror(MikMod_errno));
return;
@}
/* reserve 2 voices for sound effects */
MikMod_SetNumVoices(-1, 2);
/* get ready to play */
MikMod_EnableOutput();
/* play first sample */
v1 = Sample_Play(sfx1, 0, 0);
for(i = 0; i < 5; i++) @{
MikMod_Update();
usleep(100000);
@}
/* half a second later, play second sample */
v2 = Sample_Play(sfx2, 0, 0);
do @{
MikMod_Update();
usleep(100000);
@} while (!Voice_Stopped(v2));
MikMod_DisableOutput();
Sample_Free(sfx2);
Sample_Free(sfx1);
MikMod_Exit();
@}
@end example
As in the previous example, we begin by registering the sound drivers and
initializing the library. We also ask for software mixing by modifying the
variable @code{md_mode}.
It's time to load our files, with the @code{Sample_Load} function. Don't forget
to test the return value --- it looks ugly here on such a small example, but
it's a good practice@enddots{}
Since we want to play two samples, we have to use at least two voices for this,
so we reserve them with a @code{MikMod_SetNumVoices} call. The first parameter
sets the number of module voices, and the second parameter the number of sound
effect voices. We don't want to set the number of module voices here (it's part
of the module player's duty), so we use the value @code{-1} to keep the current
value, and we reserve two sound effect voices.
Now we're ready to play, so we call @code{MikMod_EnableOutput} to make the
driver ready. Sound effects are played by the @code{Sample_Play} function.
You just have to specify which sample you want to play, the offset from which
you want to start, and the playback flags. More on this later. The function
returns the number of the voice associated to the sample.
We play the first sample for half a second, then we start to play the second
sample. Since we've reserved two channels, both samples play simultaneously. We
use the @code{Voice_Stopped} function to stop the playback: it returns the
current status of the voice argument, which is zero when the sample plays and
nonzero when it has finished. So the @code{do} loop will stop exactly when
the second sample is finished, regardless of the length of the first sample.
To finish, we get rid of the samples with @code{Sample_Free}.
@c ========================================================== More effects
@node More Sound Effects, , Playing Sound Effects, Tutorial
@section More Sound Effects
@iftex
@findex MikMod_Update
@findex Sample_Play
@findex Voice_SetFrequency
@findex Voice_SetPanning
@findex Voice_SetVolume
@findex Voice_Stop
@findex Voice_Stopped
@end iftex
Sound effects have some attributes that can be affected to control the playback.
These are speed, panning, and volume. Given a voice number, you can affect these
attributes with the @code{Voice_SetFrequency}, @code{Voice_SetPanning} and
@code{Voice_SetVolume} functions.
In the previous example, we'll replace the actual sound code, located between
the calls to @code{MikMod_EnableOutput} and @code{MikMod_DisableOutput}, with
the following code:
@example
Sample_Play(sfx1, 0, 0);
for(i = 0; i < 5; i++) @{
MikMod_Update();
usleep(100000);
@}
v2 = Sample_Play(sfx2, 0, SFX_CRITICAL);
i = 0;
do @{
MikMod_Update();
usleep(100000);
v1 = Sample_Play(sfx1, 0, 0);
Voice_SetVolume(v1, 160);
Voice_SetFrequency(v1, (sfx1->speed * (100 + i)) / 100);
Voice_SetPanning(v2, (i++ & 1) ? PAN_LEFT : PAN_RIGHT);
@} while (!Voice_Stopped(v2));
@end example
The first thing you'll notice, is the @code{SFX_CRITICAL} flag used to play the
second sample. Since the @code{do} loop will add another sample every 100
@dmn{milliseconds}, and we reserved only two voices, the oldest voice will be
cut each time this is necessary. Doing this would cut the second sample in the
second iteration of the loop. However, since we flagged this sound as
``critical'', it won't be cut until it is finished or we stop it with a
@code{Voice_Stop} call. So the second sample will play fine, whereas the first
sample will be stopped every loop iteration.
Then, we choose to play the first sample a bit lower, with
@code{Voice_SetVolume}. Volume voices range from 0 (silence) to 256. In
this case we play the sample at 160. To make the sound look weird, we also
change its frequency with @code{Voice_SetFrequency}. The computation in the
example code makes the frequency more and more high (starting from the sample
frequency and then increasing from 1% each iteration).
And to demonstrate the @code{Voice_SetPanning} function, we change the panning
of the second sample at each iteration from the left to the right. The argument
can be one of the standard panning @code{PAN_LEFT}, @code{PAN_RIGHT},
@code{PAN_CENTER} and @code{PAN_SURROUND}@footnote{@code{PAN_SURROUND} will be
mapped to @code{PAN_CENTER} if the library is initialized without surround
sound, that is, if the variable @code{md_mode} doesn't have the bit
@code{DMODE_SURROUND} set.}, or a numeric value between 0 (@code{PAN_LEFT}) and
255 (@code{PAN_RIGHT}).
@c ========================================================== Using
@node Using the Library, Library Reference, Tutorial, Top
@chapter Using the Library
This chapter describes the various parts of the library and their uses.
@menu
* Library Version::
* Type Definitions::
* Error Handling::
* Library Initialization::
* Samples and Voice Control::
* Modules and Player Control::
* Loading Data from Memory::
@end menu
@c ========================================================== Version
@node Library Version, Type Definitions, Using the Library, Using the Library
@section Library Version
@iftex
@findex MikMod_GetVersion
@end iftex
If your program is dynamically linked with the MikMod library, you should check
which version of the library you're working with.
To do this, the library defines a few constants and a function to help you
determine if the current library is adequate for your needs or if it has to
be upgraded.
When your program includes @code{mikmod.h}, the following constants are
defined:
@itemize @bullet
@item @code{LIBMIKMOD_VERSION_MAJOR} is equal to the major version number of
the library.
@item @code{LIBMIKMOD_VERSION_MINOR} is equal to the minor version number of
the library.
@item @code{LIBMIKMOD_REVISION} is equal to the revision number of the library.
@item @code{LIBMIKMOD_VERSION} is the sum of @code{LIBMIKMOD_VERSION_MAJOR} shifted 16 times, @code{LIBMIKMOD_VERSION_MINOR} shifted 8 times, and
@code{LIBMIKMOD_REVISION}.
@end itemize
So your program can tell with which version of the library it has been compiled
this way:
@example
printf("Compiled with MikMod Sound Library version %ld.%ld.%ld\n",
LIBMIKMOD_VERSION_MAJOR,
LIBMIKMOD_VERSION_MINOR,
LIBMIKMOD_REVISION);
@end example
The library defines the function @code{MikMod_GetVersion} which returns the
value of LIBMIKMOD_VERSION for the library. If this value is greater than or
equal to the value of LIBMIKMOD_VERSION for your program, your program will
work; otherwise, you'll have to inform the user that he has to upgrade the
library:
@example
@{
long engineversion = MikMod_GetVersion();
if (engineversion < LIBMIKMOD_VERSION) @{
printf("MikMod library version (%ld.%ld.%ld) is too old.\n",
(engineversion >> 16) & 255,
(engineversion >> 8) & 255,
(engineversion) & 255);
printf("This programs requires at least version %ld.%ld.%ld\n",
LIBMIKMOD_VERSION_MAJOR,
LIBMIKMOD_VERSION_MINOR,
LIBMIKMOD_REVISION);
puts("Please upgrade your MikMod library.");
exit(1);
@}
@}
@end example
@c ========================================================== Types
@node Type Definitions, Error Handling, Library Version, Using the Library
@section Type Definitions
@iftex
@tindex BOOL
@tindex CHAR
@tindex SBYTE
@tindex SLONG
@tindex SWORD
@tindex UBYTE
@tindex ULONG
@tindex UWORD
@end iftex
MikMod defines several data types to deal with modules and sample data.
These types have the same memory size on every platform MikMod has been ported
to.
These types are:
@itemize @bullet
@item @code{CHAR} is a printable character. For now it is the same as the
@code{char} type, but in the future it may be wide char (Unicode) on some
platforms.
@item @code{SBYTE} is a signed 8 bit number (can range from -128 to 127).
@item @code{UBYTE} is an unsigned 8 bit number (can range from 0 to 255).
@item @code{SWORD} is a signed 16 bit number (can range from -32768 to 32767).
@item @code{UWORD} is an unsigned 16 bit number (can range from 0 to 65535).
@item @code{SLONG} is a signed 32 bit number (can range from -2.147.483.648 to
2.147.483.647).
@item @code{ULONG} is an unsigned 32 bit number (can range from 0 to
4.294.967.296).
@item @code{BOOL} is a boolean value. A value of 0 means false, any other value
means true.
@end itemize
@c ========================================================== Errors
@node Error Handling, Library Initialization, Type Definitions, Using the Library
@section Error Handling
@iftex
@findex MikMod_RegisterErrorHandler
@vindex MikMod_critical
@vindex MikMod_errno
@vindex MikMod_strerror
@end iftex
Although MikMod does its best to do its work, there are times where it can't.
For example, if you're trying to play a corrupted file, well, it can't.
A lot of MikMod functions return pointers or @code{BOOL} values. If the pointer
is @code{NULL} or the @code{BOOL} is 0 (false), an error has occurred.
MikMod errors are returned in the variable @code{MikMod_errno}. Each possible
error has a symbolic error code, beginning with @code{MMERR_}. For example, if
MikMod can't open a file, @code{MikMod_errno} will receive the value
@code{MMERR_OPENING_FILE}.
You can get an appropriate error message to display from the function
@code{MikMod_strerror}.
There is a second error variable named @code{MikMod_critical}. As its name
suggests, it is only set if the error lets the library in an unstable state.
This variable can only be set by the functions @code{MikMod_Init},
@code{MikMod_SetNumVoices} and @code{MikMod_EnableOutput}. If one of these
functions return an error and @code{MikMod_critical} is set, the library is left
in the uninitialized state (i.e. it was not initialized, or @code{MikMod_Exit}
was called).
If you prefer, you can use a callback function to get notified of errors. This
function must be prototyped as @code{void MyFunction(void)}. Then, call
@code{MikMod_RegisterHandler} with your function as argument to have it notified
when an error occurs. There can only be one callback function registered, but
@code{MikMod_RegisterHandler} will return you the previous handler, so you can
chain handlers if you want to.
@c ========================================================== Initialization
@node Library Initialization, Samples and Voice Control, Error Handling, Using the Library
@section Library Initialization and Core Functions
@iftex
@findex MikMod_Active
@findex MikMod_DisableOutput
@findex MikMod_EnableOutput
@findex MikMod_Exit
@findex MikMod_InfoDriver
@findex MikMod_Init
@findex MikMod_InitThreads
@findex MikMod_Lock
@findex MikMod_RegisterAllDrivers
@findex MikMod_RegisterDriver
@findex MikMod_Reset
@findex MikMod_SetNumVoices
@findex MikMod_Unlock
@findex MikMod_Update
@vindex md_device
@vindex md_mixfreq
@vindex md_mode
@end iftex
To initialize the library, you must register some sound drivers first. You can
either register all the drivers embedded in the library for your platform with
@code{MikMod_RegisterAllDrivers}, or register only some of them with
@code{MikMod_RegisterDriver}. If you choose to register the drivers manually,
you must be careful in their order, since @code{MikMod_Init} will try them in
the order you registered them. The @code{MikMod_RegisterAllDrivers} function
registers the network drivers first (for playing sound over the network), then
the hardware drivers, then the disk writers, and in last resort, the nosound
driver. Registering the nosound driver first would not be a very good
idea@enddots{}
You can get some printable information regarding the registered drivers with
@code{MikMod_InfoDriver}; don't forget to call @code{free} on the returned
string when you don't need it anymore.
After you've registered your drivers, you can initialize the sound playback
with @code{MikMod_Init}, passing specific information to the driver if
necessary. If you set the variable @code{md_device} to zero, which
is its default value, the driver will be autodetected, that is, the first driver
in the list that is available on the system will be used; otherwise only
the driver whose order in the list of the registered drivers is equal to
@code{md_device} will be tried. If your playback settings, in the variables
@code{md_mixfreq} and @code{md_mode}, are not supported by the device,
@code{MikMod_Init} will fail.
You can then choose the number of voices you need with
@code{MikMod_SetNumVoices}, and activate the playback with
@code{MikMod_EnableOutput}.
Don't forget to call @code{MikMod_Update} as often as possible to process the
sound mixing. If necessary, fork a dedicated process to do this, or if the
library is thread-safe on your system, use a dedicated thread.
If you want to change playback settings, most of them can't be changed on the
fly. You'll need to stop the playback and reinitialize the driver. Use
@code{MikMod_Active} to check if there is still sound playing; in this case,
call @code{MikMod_DisableOutput} to end playback. Then, change your settings
and call @code{MikMod_Reset}. You're now ready to select your number of voices
and restart playback.
When your program ends, don't forget to stop playback and call
@code{MikMod_Exit} to leave the sound hardware in a coherent state.
On systems that have pthreads, libmikmod is thread-safe@footnote{Unless you
explicitely choose to create a non thread-safe version of libmikmod at
compile-time.}. You can check this in your programs with the
@code{MikMod_InitThreads} function. If this function returns 1, the library is
thread-safe.
The main benefit of thread-safety is that @code{MikMod_Update} can be called
from a separate thread, which often makes application design easier. However,
several libmikmod global variables are accessible from all your threads, so
when more than one thread need to access libmikmod variables, you'll have to
protect these access with the @code{MikMod_Lock} and @code{MikMod_Unlock}
functions. If libmikmod is not thread-safe, these functions are no-ops.
@c ========================================================== Samples
@node Samples and Voice Control, Modules and Player Control, Library Initialization, Using the Library
@section Samples and Voice Control
@iftex
@findex Voice_GetFrequency
@findex Voice_GetPanning
@findex Voice_GetPosition
@findex Voice_GetVolume
@findex Voice_Play
@findex Voice_Stop
@findex Voice_Stopped
@findex Voice_SetFrequency
@findex Voice_SetPanning
@findex Voice_SetVolume
@findex Sample_Free
@findex Sample_Load
@findex Sample_LoadFP
@findex Sample_Play
@end iftex
Currently, MikMod only supports uncompressed mono WAV files as samples. You can
load a sample by calling @code{Sample_Load} with a filename, or by calling
@code{Sample_LoadFP} with an open @code{FILE*} pointer. These functions return
a pointer to a @code{SAMPLE} structure, or @code{NULL} in case of error.
The @code{SAMPLE} structure has a few interesting fields:
@itemize @minus
@item @code{speed} contains the default frequency of the sample.
@item @code{volume} contains the default volume of the sample, ranging from 0 (silence)
to 64.
@item @code{panning} contains the default panning position of the sample.
@end itemize
Altering one of those fields will affect all voices currently playing the
sample. You can achieve the same result on a single voice with the functions
@code{Voice_SetFrequency}, @code{Voice_SetVolume} and @code{Voice_SetPanning}.
Since the same sample can be played with different frequency, volume and panning
parameters on each voice, you can get voice specific information with
@code{Voice_GetFrequency}, @code{Voice_GetVolume} and @code{Voice_GetPanning}.
You can also make your sample loop by setting the fields @code{loopstart} and
@code{loopend} and or'ing @code{flags} with @code{SF_LOOP}. To compute your loop
values, the field @code{length} will be useful. However, you must know that
all the sample length are expressed in samples, i.e. 8 bits for an 8 bit sample,
and 16 bit for a 16 bit sample@dots{} Test @code{flags} for the value
@code{SF_16BITS} to know this.
Speaking of flags, if you're curious and want to know the original format of the
sample on disk (since libmikmod does some work on the sample data internally),
refer to the @code{inflags} field.
If the common forward loop isn't enough, you can play with some other flags:
@code{SF_BIDI} will make your sample loop ``ping pong'' (back and forth), and
@code{SF_REVERSE} will make it play backwards.
To play your sample, use the @code{Sample_Play} function. This function
will return a voice number which enable you to use the @code{Voice_xx}
functions.
The sample will play until another sample takes over its voice (when you play
more samples than you reserved sound effect voices), unless it has been flagged
as @code{SFX_CRITICAL}. You can force it to stop with @code{Voice_Stop}, or you
can force another sample to take over this voice with @code{Voice_Play};
however @code{Voice_Play} doesn't let you flag the new sample as critical.
Non looping samples will free their voice channel as soon as they are finished;
you can know the current playback position of your sample with
@code{Voice_GetPosition}. If it is zero, either the sample has finished playing
or it is just beginning; use @code{Voice_Stopped} to know.
When you don't need a sample anymore, don't forget to free its memory with
@code{Sample_Free}.
@c ========================================================== Module player
@node Modules and Player Control, Loading Data from Memory, Samples and Voice Control, Using the Library
@section Modules and Player Control
@iftex
@findex MikMod_InfoLoader
@findex MikMod_RegisterAllLoaders
@findex MikMod_RegisterLoader
@findex MikMod_RegisterPlayer
@findex Player_Active
@findex Player_Free
@findex Player_GetChannelVoice
@findex Player_GetModule
@findex Player_Load
@findex Player_LoadFP
@findex Player_LoadTitle
@findex Player_LoadTitleFP
@findex Player_Mute
@findex Player_Muted
@findex Player_NextPosition
@findex Player_Paused
@findex Player_PrevPosition
@findex Player_SetPosition
@findex Player_SetSpeed
@findex Player_SetTempo
@findex Player_SetVolume
@findex Player_Start
@findex Player_Stop
@findex Player_ToggleMute
@findex Player_TogglePause
@findex Player_UnMute
@end iftex
As for the sound drivers, you have to register the module loaders you want to
use for MikMod to be able to load modules. You can either register all the
module loaders with @code{MikMod_RegisterAllLoaders}, or only a few of them with
@code{MikMod_RegisterLoader}. Be careful if you choose this solution, as the
15 instrument MOD loader has to be registered last, since loaders are called in
the order they were register to identify modules, and the detection of this
format is not fully reliable, so other modules might be mistaken as 15
instrument MOD files.
You can get some printable information regarding the registered loaders with
@code{MikMod_InfoLoader}; don't forget to call @code{free} on the returned
string when you don't need it anymore.
Note that, contrary to the sound drivers, you can register module loaders at
any time, it doesn't matter.
For playlists, you might be interested in knowing the module title first, and
@code{Player_LoadTitle} will give you this information. Don't forget to
@code{free} the returned text when you don't need it anymore.
You can load a module either with @code{Player_Load} and the name of the
module, or with @code{Player_LoadFP} and an open @code{FILE*} pointer. These
functions also expect a maximal number of voices, and a curiosity flag. Unless
you have excellent reasons not to do so, choose a big limit, such as 64 or even
128 for complex Impulse Tracker modules. Both functions return a pointer to an
@code{MODULE} structure, or @code{NULL} if an error occurs.
You'll find some useful information in this structure:
@itemize @minus
@item @code{numchn} contains the number of module ``real'' channels.
@item @code{numvoices} contains the number of voices reserved by the player for
the real channels and the virtual channels (NNA).
@item @code{numpas} and @code{numpat} contain the number of song positions and
song patterns.
@item @code{numins} and @code{numsmp} contain the number of instruments and
samples.
@item @code{songname} contains the song title.
@item @code{modtype} contains the name of the tracker used to create the song.
@item @code{comment} contains the song comment, if it has one.
@item @code{sngtime} contains the time elapsed in the module, in
@math{2^@minus{}10} @dmn{seconds} (not exactly a millisecond).
@item @code{sngspd} and @code{bpm} contain the song speed and tempo.
@item @code{realchn} contains the actual number of active channels.
@item @code{totalchn} contains the actual number of active virtual channels,
i.e. the sum of @code{realchn} and the number of NNA virtual channels.
@end itemize
Now that the module is loaded, you need to tell the module player that you want
to play this particular module with @code{Player_Start} (the player can only
play one module, but you can have several modules in memory). The playback
begins. Should you forget which module is playing, @code{Player_GetModule} will
return it to you.
You can change the current song position with the functions
@code{Player_NextPosition}, @code{Player_PrevPosition} and
@code{Player_SetPosition}, the speed with @code{Player_SetSpeed} and
@code{Player_SetTempo}, and the volume (ranging from 0 to 128) with
@code{Player_SetVolume}.
Playback can be paused or resumed with @code{Player_TogglePause}. Be sure to
check with @code{Player_Paused} that it isn't already in the state you want !
Fine player control is achieved by the functions @code{Player_Mute},
@code{Player_UnMute} and @code{Player_ToggleMute} which can silence or resume
a set of module channels. The function @code{Player_Muted} will return the
state of a given channel. And if you want even more control, you can get the
voice corresponding to a module channel with @code{Player_GetChannelVoice} and
act directly on the voice.
Modules play only once, but can loop indefinitely if they are designed to do so.
You can change this behavior with the @code{wrap} and @code{loop} of the
@code{MODULE} structure; the first one, if set, will make the module restart
when it's finished, and the second one, if set, will prevent the module from
jumping backwards.
You can test if the module is still playing with @code{Player_Active}, and you
can stop it at any time with @code{Player_Stop}. When the module isn't needed
anymore, get rid of it with @code{Player_Free}.
@c ========================================================== Mreaders
@node Loading Data from Memory, ,Modules and Player Control, Using the Library
@section Loading Data from Memory
@iftex
@tindex MREADER
@tindex MWRITER
@findex Player_LoadGeneric
@findex Sample_LoadGeneric
@end iftex
If you need to load modules or sound effects from other places than plain
files, you can use the @code{MREADER} and @code{MWRITER} objects to achieve
this.
The @code{MREADER} and @code{MWRITER} structures contain a list of function
pointers, which emulate the behaviour of a regular @code{FILE *} object. In
fact, all functions which take filenames or @code{FILE *} as arguments are only
wrappers to a real function which takes an @code{MREADER} or an @code{MWRITER}
argument.
So, if you need to load a module from memory, or for a multi-file archive, for
example, all you need is to build an adequate @code{MREADER} object, and use
@code{Player_LoadGeneric} instead of @code{Player_Load} or
@code{Player_LoadFP}. For samples, use @code{Sample_LoadGeneric} instead of
@code{Sample_Load} or @code{Sample_LoadFP}.
@c ========================================================== Reference
@node Library Reference, Index, Using the Library, Top
@chapter Library Reference
This chapter describes in more detail all the functions and variables provided
by the library. @xref{Type Definitions}, for the basic type reference.
@menu
* Variable Reference::
* Structure Reference::
* Error Reference::
* Function Reference::
* Loader Reference::
* Driver Reference::
@end menu
@c ========================================================== Variable reference
@node Variable Reference, Structure Reference, Library Reference, Library Reference
@section Variable Reference
@subsection Error Variables
The following variables are set by the library to return error information.
@table @code
@vindex MikMod_errno
@item int MikMod_errno
When an error occurs, this variable contains the error code.
@xref{Error Reference}, for more information.
@vindex MikMod_critical
@item BOOL MikMod_critical
When an error occurs, this variable informs of the severity of the error. Its
value has sense only if the value of @code{MikMod_errno} is different from zero.
If the value of @code{MikMod_critical} is zero, the error wasn't fatal and the
library is in a stable state. However, if it is nonzero, then the library can't
be used and has reseted itself to the uninitialized state. This often means
that the mixing parameters you choose were not supported by the driver, or that
it doesn't has enough voices for your needs if you called
@code{MikMod_SetNumVoices}.
@end table
@subsection Sound Settings
The following variables control the sound output parameters and their changes
take effect immediately.
@table @code
@vindex md_musicvolume
@item UBYTE md_musicvolume
Volume of the module. Allowed values range from
0 to 128. The default value is 128.
@vindex md_pansep
@item UBYTE md_pansep
Stereo channels separation. Allowed values range
from 0 (no separation, thus mono sound) to 128 (full channel separation). The
default value is 128.
@vindex md_reverb
@item UBYTE md_reverb
Amount of sound reverberation. Allowed values range
from 0 (no reverberation) to 15 (a rough estimate for chaos@dots{}). The
default value is 0.
@vindex md_sndfxvolume
@item UBYTE md_sndfxvolume
Volume of the sound effects. Allowed values range
from 0 to 128. The default value is 128.
@vindex md_volume
@item UBYTE md_volume
Overall sound volume. Allowed values range from 0
to 128. The default value is 128.
@end table
@subsection Driver Settings
The following variables control more in-depth sound output parameters. Except
for some @code{md_mode} flags, their changes do not have any effect until you
call @code{MikMod_Init} or @code{MikMod_Reset}.
@table @code
@vindex md_device
@item UWORD md_device
This variable contains the order, in the list of the registered drivers, of the
sound driver which will be used for sound playback. This order is one-based; if
this variable is set to zero, the driver is autodetected, which means the list
is tested until a driver is present on the system. The default value is 0, thus
driver is autodetected.
@vindex md_driver
@item MDRIVER* md_driver
This variable points to the driver which is being used for sound playback, and
is undefined when the library is uninitialized (before @code{MikMod_Init} and
after @code{MikMod_Exit}). This variable is for information only, you should
never attempt to change its value. Use @code{md_driver} and @code{MikMod_Init}
(or @code{MikMod_Reset}) instead.
@vindex md_mixfreq
@item UWORD md_mixfreq
Sound playback frequency, in hertz. High values
yield high sound quality, but need more computing power than lower values. The
default value is 44100 Hz, which is compact disc quality. Other common values
are 22100 Hz (radio quality), 11025 Hz (phone quality), and 8000 Hz (mu-law
quality).
@vindex md_mode
@item UWORD md_mode
This variable is a combination of several flags, to select which output mode
to select.
The following flags have a direct action to the sound output (i.e. changes take
effect immediately):
@table @samp
@item DMODE_INTERP
This flag, if set, enables the interpolated mixers. Interpolated mixing gives
better sound but takes a bit more time than standard mixing. If the library
is built with the high quality mixer, interpolated mixing is always enabled,
regardless of this flag.
@item DMODE_REVERSE
This flag, if set, exchanges the left and right stereo channels.
@item DMODE_SURROUND
This flag, if set, enables the surround mixers. Since surround mixing works
only for stereo sound, this flag has no effect if the sound playback is in
mono.
@end table
@*The following flags aren't taken in account until the sound driver is changed
or reset:
@table @samp
@item DMODE_16BIT
This flag, if set, selects 16 bit sound mode. This mode yields better sound
quality, but needs twice more mixing time.
@item DMODE_HQMIXER
This flag, if set, selects the high-quality software mixer. This mode yields
better sound quality, but needs more mixing time. Of course, this flag has no
effect if no @code{DMODE_SOFT_xx} flag is set.
@item DMODE_SOFT_MUSIC
This flag, if set, selects software mixing of the module.
@item DMODE_SOFT_SNDFX
This flag, if set, selects software mixing of the sound effects.
@item DMODE_STEREO
This flag, if set, selects stereo sound.
@end table
@*The default value of this variable is @samp{DMODE_STEREO | DMODE_SURROUND |
DMODE_16BITS | DMODE_SOFT_MUSIC | DMODE_SOFT_SNDFX}.
@end table
@c ========================================================== Structure reference
@node Structure Reference, Error Reference, Variable Reference, Library Reference
@section Structure Reference
Only the useful fields are described here; if a structure field is not
described, you must assume that it's an internal field which must not be
modified.
@subsection Drivers
@tindex MDRIVER
The @code{MDRIVER} structure is not meant to be used by anything else than the
core of the library, but its first four fields contain useful information for
your programs:
@table @code
@item CHAR* Name
Name of the driver, usually never more than 20 characters.
@item CHAR* Description
Description of the driver, usually never more than 50 characters.
@item UBYTE HardVoiceLimit
Maximum number of hardware voices for this driver, 0 if the driver has no
hardware mixing support.
@item UBYTE SoftVoiceLimit
Maximum number of software voices for this driver, 0 if the driver has no
software mixing support.
@item CHAR* Alias
A short name for the driver, without spaces, usually never more than 10
characters.
@end table
@subsection Modules
@tindex MODULE
The @code{MODULE} structure gathers all the necessary information needed to
play a module file, regardless of its initial format.
@subsubsection General Module Information
The fields described in this section contain general information about the
module and should not be modified.
@table @code
@item CHAR* songname
Name of the module.
@item CHAR* modtype
Type of the module (which tracker format).
@item CHAR* comment
Either the module comments, or NULL if the module doesn't have comments.
@end table
@table @code
@item UWORD flags
Several module flags or'ed together.
@table @samp
@item UF_ARPMEM
If set, arpeggio effects have memory.
@item UF_BGSLIDES
If set, volume slide effects continue until a new note or a new effect is played.
@item UF_HIGHBPM
If set, the module is allowed to have its tempo value (bpm) over 255.
@item UF_INST
If set, the module has instruments and samples; otherwise, the
module has only samples.
@item UF_LINEAR
If set, slide periods are linear; otherwise, they are logarithmic.
@item UF_NNA
If set, module uses new note actions (NNA) and the @code{numvoices} field is
valid.
@item UF_NOWRAP
If set, pattern break on the last pattern does not continue to the first
pattern.
@item UF_S3MSLIDES
If set, module uses old-S3M style volume slides (slides processed every tick);
otherwise, it uses the standard style (slides processed every tick except the
first).
@item UF_XMPERIODS
If set, module uses XM-type periods; otherwise, it uses Amiga periods.
@item UF_FT2QUIRKS
If set, module player will reproduce some FastTracker 2 quirks during playback.
@item UF_PANNING
If set, module use panning commands.
@end table
@item UBYTE numchn
The number of channels in the module.
@item UBYTE numvoices
If the module uses NNA, and this variable is not zero, it contains the limit
of module voices; otherwise, the limit is set to the @code{maxchan} parameter
of the @code{Player_Loadxx} functions.
@item UWORD numpos
The number of sound positions in the module.
@item UWORD numpat
The number of patterns.
@item UWORD numins
The number of instruments.
@item UWORD numsmp
The number of samples.
@end table
@table @code
@item INSTRUMENT* instruments
Points to an array of instrument structures.
@item SAMPLE* samples
Points to an array of sample structures.
@end table
@table @code
@item UBYTE realchn
During playback, this variable contains the number of active channels (not
counting NNA channels).
@item UBYTE totalchn
During playback, this variable contains the total number of channels (including
NNA channels).
@item ULONG sngtime
Elapsed song time, in @math{2^@minus{}10} @dmn{seconds} units (not exactly a
millisecond). To convert this value to seconds, divide by 1024, not 1000 !
@end table
@subsubsection Playback Settings
The fields described here control the module playback and can be modified at
any time, unless otherwise specified.
@table @code
@item UBYTE initspeed
The initial speed of the module (Protracker compatible). Valid range is 1-32.
@item UBYTE inittempo
The initial tempo of the module (Protracker compatible). Valid range is
32-255.
@item UBYTE initvolume
The initial overall volume of the module. Valid range is 0-128.
@item UWORD panning[]
The current channel panning positions. Only the first @code{numchn} values are
defined.
@item UBYTE chanvol[]
The current channel volumes. Only the first @code{numchn} values are defined.
@item UWORD bpm
The current tempo of the module. Use @code{Player_SetTempo} to change its value.
@item UBYTE sngspd
The current speed of the module. Use @code{Player_SetSpeed} to change its value.
@item UBYTE volume
The current overall volume of the module, in range 0-128. Use
@code{Player_SetVolume} to change its value.
@end table
@table @code
@item BOOL extspd
If zero, Protracker extended speed effect (in-module tempo modification) is
not processed. The default value is 1, which causes this effect to be processed.
However, some old modules might not play correctly if this effect is not
neutralized.
@item BOOL panflag
If zero, panning effects are not processed. The default value is 1, which cause
all panning effects to be processed. However, some old modules might not play
correctly if panning is not neutralized.
@item BOOL wrap
If nonzero, module wraps to its restart position when it is finished, to
play continuously. Default value is zero (play only once).
@item UBYTE reppos
The restart position of the module, when it wraps.
@item BOOL loop
If nonzero, all in-module loops are processed; otherwise, backward loops which
decrease the current position are not processed (i.e. only forward loops, and
backward loops in the same pattern, are processed). This ensures that the module
never loops endlessly. The default value is 1 (all loops are processed).
@item BOOL fadeout
If nonzero, volume fades out during when last position of the module is being
played. Default value us zero (no fadeout).
@end table
@table @code
@item UWORD patpos
Current position (row) in the pattern being played. Must not be changed.
@item SWORD sngpos
Current song position. Do not change this variable directly, use
@code{Player_NextPosition}, @code{Player_PrevPosition} or
@code{Player_SetPosition} instead.
@end table
@table @code
@item SWORD relspd
Relative playback speed. The value of this variable is added to the module
tempo to define the actual playback speed. The default value is 0, which make
modules play at their intended speed.
@end table
@subsection Module Instruments
@tindex INSTRUMENT
Although the @code{INSTRUMENT} structure is intended for internal use, you
might need to know its name:
@table @code
@item CHAR* insname
The instrument text, theoretically its name, but often a message line.
@end table
@subsection Samples
@tindex SAMPLE
The @code{SAMPLE} structure is used for sound effects and module samples as
well. You can play with the following fields:
@table @code
@item SWORD panning
Panning value of the sample. Valid values range from PAN_LEFT (0) to
PAN_RIGHT (255), or PAN_SURROUND.
@item ULONG speed
Playing frequency of the sample, it hertz.
@item UBYTE volume
Sample volume. Valid range is 0-64.
@item UWORD flags
Several format flags or'ed together describing the format of the sample in
memory.
Format flags:
@table @samp
@item SF_16BITS
If set, sample data is 16 bit wide; otherwise, it is 8 bit wide.
@item SF_BIG_ENDIAN
If set, sample data is in big--endian (Motorola) format; otherwise, it is in
little--endian (Intel) format.
@item SF_DELTA
If set, sample is stored as delta values (differences between two consecutive
samples); otherwise, sample is stored as sample values.
@item SF_ITPACKED
If set, sample data is packed with Impulse Tracker's compression method;
otherwise, sample is not packed.
@item SF_SIGNED
If set, sample data is made of signed values; otherwise, it is made of
unsigned values.
@item SF_STEREO
If set, sample data is stereo (two channels); otherwise, it is mono.
@end table
@*Playback flags:
@table @samp
@item SF_BIDI
If set, sample loops ``ping pong'' (back and forth).
@item SF_LOOP
If set, sample loops forward.
@item SF_REVERSE
If set, sample plays backwards.
@end table
@item UWORD inflags
Same as ``flags'', but describing the format of the sample on disk.
@item ULONG length
Length of the sample, in @emph{samples}. The length of a sample is 8 bits
(1 byte) for a 8 bit sample, and 16 bits (2 bytes) for a 16 bit sample.
@item ULONG loopstart
Loop starting position, relative to the start of the sample, in samples.
@item ULONG loopend
Loop ending position, relative to the start of the sample, in samples.
@end table
@subsection MREADER
@tindex MREADER
The @code{MREADER} contains the following function pointers:
@table @code
@item BOOL (*Seek)(struct MREADER*, long offset, int whence)
This function should have the same behaviour as @code{fseek}, with offset 0
meaning the start of the object (module, sample) being loaded.
@item long (*Tell)(struct MREADER*)
This function should have the same behaviour as @code{ftell}, with offset 0
meaning the start of the object being loaded.
@item BOOL (*Read)(struct MREADER*, void *dest, size_t length)
This function should copy @code{length} bytes of data into @code{dest}, and
return zero if an error occured, and any nonzero value otherwise. Note that an
end-of-file condition will not be considered as an error in this case.
@item int (*Get)(struct MREADER*)
This function should have the same behaviour as @code{fgetc}.
@item BOOL (*Eof)(struct MREADER*)
This function should have the same behaviour as @code{feof}.
@end table
For an example of how to build an @code{MREADER} object, please refer to the
@code{MFILEREADER} object in file @code{mmio/mmio.c} in the library sources.
@subsection MWRITER
@tindex MWRITER
The @code{MREADER} contains the following function pointers:
@table @code
@item BOOL (*Seek)(struct MWRITER*, long offset, int whence);
This function should have the same behaviour as @code{fseek}, with offset 0
meaning the start of the object being written.
@item long (*Tell)(struct MWRITER*);
This function should have the same behaviour as @code{ftell}, with offset 0
meaning the start of the object being written.
@item BOOL (*Write)(struct MWRITER*, void *dest, size_t length);
This function should copy @code{length} bytes of data from @code{dest}, and
return zero if an error occured, and any nonzero value otherwise.
@item BOOL (*Put)(struct MWRITER*, int data);
This function should have the same behaviour as @code{fputc}.
@end table
For an example of how to build an @code{MWRITER} object, please refer to the
@code{MFILEWRITER} object in file @code{mmio/mmio.c} in the library sources.
@c ========================================================== Error reference
@node Error Reference, Function Reference, Structure Reference, Library Reference
@section Error Reference
The following errors are currently defined:
@subsection General Errors
@table @samp
@item MMERR_DYNAMIC_LINKING
This error occurs when a specific driver was requested, but the support shared
library couldn't be loaded. Currently, the only drivers which can yield this
error are the ALSA, EsounD and Ultra drivers.
@item MMERR_OPENING_FILE
This error occurs when a file can not be opened, either for read access from a
@code{xx_Loadxx} function, or for write access from the disk writer drivers.
@item MMERR_OUT_OF_MEMORY
This error occurs when there is not enough virtual memory available to complete
the operation, or there is enough memory but the calling process would exceed
its memory limit. MikMod does not do any resource tuning, your program has to
use the @code{setrlimit} function to do this if it needs to load very huge
samples.
@end table
@subsection Sample Errors
@table @samp
@item MMERR_SAMPLE_TOO_BIG
This error occurs when the memory allocation of the sample data yields the
error @code{MMERR_OUT_OF_MEMORY}.
@item MMERR_OUT_OF_HANDLES
This error occurs when your program reaches the limit of loaded samples,
currently defined as 384, which should be sufficient for most cases.
@item MMERR_UNKNOWN_WAVE_TYPE
This error occurs when you're trying to load a sample which format is not
recognized.
@end table
@subsection Module Errors
@table @samp
@item MMERR_ITPACK_INVALID_DATA
This error occurs when a compressed module sample is corrupt.
@item MMERR_LOADING_HEADER
This error occurs when you're trying to load a module which has a corrupted
header, or is truncated.
@item MMERR_LOADING_PATTERN
This error occurs when you're trying to load a module which has corrupted
pattern data, or is truncated.
@item MMERR_LOADING_SAMPLEINFO
This error occurs when you're trying to load a module which has corrupted
sample information, or is truncated.
@item MMERR_LOADING_TRACK
This error occurs when you're trying to load a module which has corrupted
track data, or is truncated.
@item MMERR_MED_SYNTHSAMPLES
This error occurs when you're trying to load a MED module which has synthsounds
samples, which are currently not supported.@footnote{You can force libmikmod to
load the module (without the synthsounds, of course) by setting the
@code{curious} parameter to @code{1} when invoking @code{Player_Loadxx}.}
@item MMERR_NOT_A_MODULE
This error occurs when you're trying to load a module which format is not
recognized.
@item MMERR_NOT_A_STREAM
This error occurs when you're trying to load a sample with a sample which format
is not recognized.
@end table
@subsection Driver Errors
@ifnottex
@subsubsection Generic Driver Errors
@end ifnottex
@iftex
Generic driver errors
@end iftex
@table @samp
@item MMERR_16BIT_ONLY
This error occurs when the sound device doesn't support non-16 bit linear
sound output, which are the requested settings.
@item MMERR_8BIT_ONLY
This error occurs when the sound device doesn't support non-8 bit linear
sound output, which are the requested settings.
@item MMERR_DETECTING_DEVICE
This error occurs when the driver's sound device has not been detected.
@item MMERR_INITIALIZING_MIXER
This error occurs when MikMod's internal software mixer could not be initialized
properly.
@item MMERR_INVALID_DEVICE
This error occurs when the driver number (in @code{md_device}) is out of range.
@item MMERR_NON_BLOCK
This error occurs when the driver is unable to set the audio device in non
blocking mode.
@item MMERR_OPENING_AUDIO
This error occurs when the driver can not open sound device.
@item MMERR_STEREO_ONLY
This error occurs when the sound device doesn't support mono sound output, which
is the requested setting.
@item MMERR_ULAW
This error occurs when the sound device only supports uLaw output (which
implies mono, 8 bit, and 8000 Hz sampling rate), which isn't the requested
setting.
@end table
@ifnottex
@subsubsection AudioFile Driver Specific Error
@end ifnottex
@iftex
AudioFile driver specific error
@end iftex
@table @samp
@item MMERR_AF_AUDIO_PORT
This error occurs when the AudioFile driver can not find a suitable AudioFile
port.
@end table
@ifnottex
@subsubsection AIX Driver Specific Errors
@end ifnottex
@iftex
AIX driver specific errors
@end iftex
@table @samp
@item MMERR_AIX_CONFIG_CONTROL
This error occurs when the ``Control'' step of the device configuration has
failed.
@item MMERR_AIX_CONFIG_INIT
This error occurs when the ``Init'' step of the device configuration has failed.
@item MMERR_AIX_CONFIG_START
This error occurs when the ``Start'' step of the device configuration has failed.
@end table
@ifnottex
@subsubsection Ultra Driver Specific Errors
@end ifnottex
@iftex
Ultra driver specific errors
@end iftex
@table @samp
@item MMERR_GUS_RESET
This error occurs when the sound device couldn't be reset.
@item MMERR_GUS_SETTINGS
This error occurs because the sound device only works in 16 bit linear stereo
sound at 44100 Hz, which is not the requested settings.
@item MMERR_GUS_TIMER
This error occurs when the ultra driver could not setup the playback timer.
@end table
@ifnottex
@subsubsection HP-UX Driver Specific Errors
@end ifnottex
@iftex
HP-UX driver specific errors
@end iftex
@table @samp
@item MMERR_HP_AUDIO_DESC
This error occurs when the HP driver can not get the audio hardware description.
@item MMERR_HP_AUDIO_OUTPUT
This error occurs when the HP driver can not select the audio output.
@item MMERR_HP_BUFFERSIZE
This error occurs when the HP driver can not set the transmission buffer size.
@item MMERR_HP_CHANNELS
This error occurs when the HP driver can not set the requested number of
channels.
@item MMERR_HP_SETSAMPLESIZE
This error occurs when the HP driver can not set the requested sample size.
@item MMERR_HP_SETSPEED
This error occurs when the HP driver can not set the requested sample rate.
@end table
@ifnottex
@subsubsection Open Sound System Driver Specific Errors
@end ifnottex
@iftex
Open Sound System driver specific errors
@end iftex
@table @samp
@item MMERR_OSS_SETFRAGMENT
This error occurs when the OSS driver can not set audio fragment size.
@item MMERR_OSS_SETSAMPLESIZE
This error occurs when the OSS driver can not set the requested sample size.
@item MMERR_OSS_SETSPEED
This error occurs when the OSS driver can not set the requested sample rate.
@item MMERR_OSS_SETSTEREO
This error occurs when the OSS driver can not set the requested number of
channels.
@end table
@ifnottex
@subsubsection SGI Driver Specific Errors
@end ifnottex
@iftex
SGI driver specific errors
@end iftex
@table @samp
@item MMERR_SGI_MONO
This error occurs when the hardware only supports stereo sound.
@item MMERR_SGI_SPEED
This error occurs when the hardware does not support the requested sample rate.
@item MMERR_SGI_STEREO
This error occurs when the hardware only supports mono sound.
@item MMERR_SGI_16BIT
This error occurs when the hardware only supports 16 bit sound.
@item MMERR_SGI_8BIT
This error occurs when the hardware only supports 8 bit sound.
@end table
@ifnottex
@subsubsection Sun Driver Specific Error
@end ifnottex
@iftex
Sun driver specific error
@end iftex
@table @samp
@item MMERR_SUN_INIT
This error occurs when the sound device initialization failed.
@end table
@ifnottex
@subsubsection OS/2 Driver Specific Errors
@end ifnottex
@iftex
OS/2 driver specific errors
@end iftex
@table @samp
@item MMERR_OS2_MIXSETUP
This error occurs when the DART driver can not set the mixing parameters.
@item MMERR_OS2_SEMAPHORE
This error occurs when the MMPM/2 driver can not create the semaphores needed
for playback.
@item MMERR_OS2_THREAD
This error occurs when the MMPM/2 driver can not create the thread needed for
playback.
@item MMERR_OS2_TIMER
This error occurs when the MMPM/2 driver can not create the timer needed for
playback.
@end table
@ifnottex
@subsubsection DirectX Driver Specific Errors
@end ifnottex
@iftex
DirectX Driver Specific Errors
@end iftex
@table @samp
@item MMERR_DS_BUFFER
This error occurs when the DirectX driver can not allocate the playback buffers.
@item MMERR_DS_EVENT
This error occurs when the DirectX driver can not register the playback event.
@item MMERR_DS_FORMAT
This error occurs when the DirectX driver can not set the playback format.
@item MMERR_DS_NOTIFY
This error occurs when the DirectX driver can not register the playback
callback.
@item MMERR_DS_PRIORITY
This error occurs when the DirectX driver can not set the playback priority.
@item MMERR_DS_THREAD
This error occurs when the DirectX driver can not create the playback thread.
@item MMERR_DS_UPDATE
This error occurs when the DirectX driver can not initialize the playback
thread.
@end table
@ifnottex
@subsubsection Windows Multimedia API Driver Specific Errors
@end ifnottex
@iftex
Windows Multimedia API Driver Specific Errors
@end iftex
@table @samp
@item MMERR_WINMM_ALLOCATED
This error occurs when the playback resource is already allocated by another
application.
@item MMERR_WINMM_DEVICEID
This error occurs when the Multimedia API Driver is given an invalid audio
device identificator.
@item MMERR_WINMM_FORMAT
This error occurs when the playback output format is not supported by the audio
device.
@item MMERR_WINMM_HANDLE
This error occurs when the Multimedia API Driver is given an invalid handle.
@item MMERR_WINMM_UNKNOWN
This error should not occur ! If you get this error, please contact the
libmikmod development mailing list.
@end table
@ifnottex
@subsubsection MacOS Driver Specific Errors
@end ifnottex
@iftex
MacOS Driver Specific Errors
@end iftex
@table @samp
@item MMERR_MAC_SPEED
This error occurs when the playback speed is not supported by the audio device.
@item MMERR_MAC_START
This error occurs when the MacOS driver can not start playback.
@end table
@c ========================================================== Function reference
@node Function Reference, Library Core Functions, Error Reference, Library Reference
@section Function Reference
@menu
* Library Core Functions:: MikMod_xx functions.
* Module Player Functions:: Player_xx functions.
* Sample Functions:: Sample_xx functions.
* Voice Functions:: Voice_xx functions.
@end menu
@c ========================================================== MikMod_xx
@node Library Core Functions, Module Player Functions, Function Reference, Function Reference
@subsection Library Core Functions
@ifnottex
@subsubsection MikMod_Active
@end ifnottex
@findex MikMod_Active
@code{BOOL MikMod_Active(void)}
@table @i
@item Description
This function returns whether sound output is enabled or not.
@item Result
@itemx 0
Sound output is disabled.
@item 1
Sound output is enabled.
@item Notes
Calls to @code{MikMod_Update} will be ignored when sound output is disabled.
@item See also
@code{MikMod_DisableOutput}, @code{MikMod_EnableOutput}.
@end table
@ifnottex
@subsubsection MikMod_DisableOutput
@end ifnottex
@findex MikMod_DisableOutput
@code{void MikMod_DisableOutput(void)}
@table @i
@item Description
This function stops the sound mixing.
@item Notes
Calls to @code{MikMod_Update} will be ignored when sound output is disabled.
@item See also
@code{MikMod_Active}, @code{MikMod_EnableOutput}.
@end table
@ifnottex
@subsubsection MikMod_EnableOutput
@end ifnottex
@findex MikMod_EnableOutput
@code{BOOL MikMod_EnableOutput(void)}
@table @i
@item Description
This function starts the sound mixing.
@item Result
@itemx 0
Sound mixing is ready.
@itemx nonzero
An error occurred during the operation.
@item Notes
Calls to @code{MikMod_Update} will be ignored when sound output is disabled.
@item See also
@code{MikMod_Active}, @code{MikMod_DisableOutput}.
@end table
@ifnottex
@subsubsection MikMod_Exit
@end ifnottex
@findex MikMod_Exit
@code{void MikMod_Exit(void)}
@table @i
@item Description
This function deinitializes the sound hardware and frees all the memory and
resources used by MikMod.
@item See also
@code{MikMod_Init}, @code{MikMod_Reset}.
@end table
@ifnottex
@subsubsection MikMod_GetVersion
@end ifnottex
@findex MikMod_GetVersion
@code{long MikMod_GetVersion(void)}
@table @i
@item Description
This function returns the version number of the library.
@item Result
The version number, encoded as follows:
@code{(maj<<16)|(min<<8)|(rev)},
where @samp{maj} is the major version number, @samp{min} is the minor version
number, and @samp{rev} is the revision number.
@end table
@ifnottex
@subsubsection MikMod_InfoDriver
@end ifnottex
@findex MikMod_InfoDriver
@code{CHAR* MikMod_InfoDriver(void)}
@table @i
@item Description
This function returns a formatted list of the registered drivers in a buffer.
@item Result
A pointer to a text buffer, or @code{NULL} if no drivers are registered.
@item Notes
The buffer is created with @code{malloc}; the caller must free it when it is
no longer necessary.
@item See also
@code{MikMod_RegisterDriver}, @code{MikMod_RegisterAllDrivers}.
@end table
@ifnottex
@subsubsection MikMod_InfoLoader
@end ifnottex
@findex MikMod_InfoLoader
@code{CHAR* MikMod_InfoLoader(void)}
@table @i
@item Description
This function returns a formatted list of the registered module loaders in a
buffer.
@item Result
A pointer to a text buffer, or @code{NULL} if no loaders are registered.
@item Notes
The buffer is created with @code{malloc}; the caller must free it when it is
no longer necessary.
@item See also
@code{MikMod_RegisterLoader}, @code{MikMod_RegisterAllLoaders}.
@end table
@ifnottex
@subsubsection MikMod_Init
@end ifnottex
@findex MikMod_Init
@code{BOOL MikMod_Init(CHAR *parameters)}
@table @i
@item Description
This function performs the library initialization, including the sound driver
choice and configuration, and all the necessary memory allocations.
@item Parameters
@itemx parameters
Optional parameters given to the sound driver. These parameters are ignored if
the value of @code{md_device} is zero (autodetection).
@item Result
@itemx 0
Initialization was successful.
@itemx nonzero
An error occurred during initialization.
@item Notes
When the initialization fails, the library uses the nosound sound driver to
let other the other MikMod functions work without crashing the application.
@item See also
@code{MikMod_Exit}, @code{MikMod_InitThreads}, @code{MikMod_Reset}.
@end table
@ifnottex
@subsubsection MikMod_InitThreads
@end ifnottex
@findex MikMod_InitThreads
@code{BOOL MikMod_InitThreads(void)}
@table @i
@item Description
This function returns whether libmikmod is thread-safe.
@item Result
@itemx 0
The library is not thread-safe.
@itemx 1
The library is thread-safe.
@item Notes
This function should be called before any call to @code{MikMod_Lock} or
@code{MikMod_Unlock} is made.
@item See also
@code{MikMod_Lock}, @code{MikMod_Unlock}.
@end table
@ifnottex
@subsubsection MikMod_Lock
@end ifnottex
@findex MikMod_Lock
@code{void MikMod_Lock(void)}
@table @i
@item Description
This function obtains exclusive access to libmikmod's variables.
@item Notes
This function locks an internal mutex. If the mutex is already locked, it will
block the calling thread until the mutex is unlocked.@*
Every @code{MikMod_Unlock} call should be associated to a @code{MikMod_Lock}
call. To be sure this is the case, we advise you to define and use the
following macros:@*
@code{#define MIKMOD_LOCK MikMod_Lock();@{}@*
@code{#define MIKMOD_UNLOCK @}MikMod_Unlock();}@*
The function @code{MikMod_InitThreads} must have been invoked before any call
to @code{MikMod_Lock} in made.@*
@item See also
@code{MikMod_InitThreads}, @code{MikMod_Unlock}.
@end table
@ifnottex
@subsubsection MikMod_RegisterAllDrivers
@end ifnottex
@findex MikMod_RegisterAllDrivers
@code{void MikMod_RegisterAllDrivers(void)}
@table @i
@item Description
This function registers all the available drivers.
@item See also
@code{MikMod_InfoDriver}, @code{MikMod_RegisterDriver}.
@end table
@ifnottex
@subsubsection MikMod_RegisterAllLoaders
@end ifnottex
@findex MikMod_RegisterAllLoaders
@code{void MikMod_RegisterAllLoaders(void)}
@table @i
@item Description
This function registers all the available module loaders.
@item See also
@code{MikMod_InfoLoader}, @code{MikMod_RegisterLoader}.
@end table
@ifnottex
@subsubsection MikMod_RegisterDriver
@end ifnottex
@findex MikMod_RegisterDriver
@code{void MikMod_RegisterDriver(struct MDRIVER* newdriver)}
@table @i
@item Description
This function adds the specified driver to the internal list of usable
drivers.
@item Parameters
@itemx newdriver
A pointer to the @code{MDRIVER} structure identifying the driver.
@item Notes
It is safe to register the same driver several times, although it will not
be duplicated in the list.@*
You should register all the drivers you need before calling @code{MikMod_Init}.
If you want to register all the available drivers, use
@code{MikMod_RegisterAllDrivers} instead.
@item See also
@code{MikMod_InfoDriver}, @code{MikMod_RegisterAllDrivers}.
@end table
@ifnottex
@subsubsection MikMod_RegisterErrorHandler
@end ifnottex
@findex MikMod_RegisterErrorHandler
@code{MikMod_handler_t MikMod_RegisterErrorHandler(MikMod_handler_t newhandler)}
@table @i
@item Description
This function selects the function which should be called in case of error.
@item Parameters
@itemx newhandler
The new error callback function.
@item Result
The previous error callback function, or @code{NULL} if there was none.
@item Notes
@code{MikMod_handler_t} is defined as @code{void(*function)(void)}, this means
your error function has the following prototype:
@code{void MyErrorHandler(void)}@*
The error callback function is called when errors are detected, but not
always immediately (the library has to resume to a stable state before calling
your callback).
@end table
@ifnottex
@subsubsection MikMod_RegisterLoader
@end ifnottex
@findex MikMod_RegisterLoader
@code{void MikMod_RegisterLoader(struct MLOADER* newloader)}
@table @i
@item Description
This function adds the specified module loader to the internal list of usable
module loaders.
@item Parameters
@itemx newloader
A pointer to the @code{MLOADER} structure identifying the loader.
@item Notes
It is safe to register the same loader several times, although it will not be
duplicated in the list.@*
You should register all the loaders you need before calling @code{Player_Load}
or @code{Player_LoadFP}. If you want to register all the available module
loaders, use @code{MikMod_RegisterAllLoaders} instead.@*
The 15 instrument module loader (@code{load_m15}) should always be registered
last.
@item See also
@code{MikMod_InfoLoader}, @code{MikMod_RegisterAllLoaders}.
@end table
@ifnottex
@subsubsection MikMod_RegisterPlayer
@end ifnottex
@findex MikMod_RegisterPlayer
@code{MikMod_player_t MikMod_RegisterPlayer(MikMod_player_t newplayer)}
@table @i
@item Description
This function selects the function which should be used to process module
playback.
@item Parameters
@itemx newplayer
The new playback function
@item Result
The previous playback function.
@item Notes
@code{MikMod_player_t} is defined as @code{void(*function)(void)}, this means
your player function has the following prototype:
@code{void MyPlayer(void)}@*
The player function is called every module tick to process module playback.
The rate at which the player function is called is controlled by the sound
driver, and is computed by the following equation:@*
@math{(bpm*50)/125} calls per second, which means every @math{125000/(bpm*50)}
@dmn{milliseconds}. The @code{bpm} value is the tempo of the module and can
change from its initial value when requested by the module.@*
When changing the playback function, you should make sure that you chain to the
default MikMod playback function, otherwise you won't get module sound
anymore@enddots{}
@item Example
@smallexample
MikMod_player_t oldroutine;
void MyPlayer(void)
@{
oldroutine();
/* your stuff here */
@dots{}
@}
main()
@{
@dots{}
/* Register our player */
oldroutine = MikMod_RegisterPlayer(MyPlayer);
@dots{}
@}
@end smallexample
@end table
@ifnottex
@subsubsection MikMod_Reset
@end ifnottex
@findex MikMod_Reset
@code{BOOL MikMod_Reset(CHAR *parameters)}
@table @i
@item Description
This function resets MikMod and reinitialize the sound hardware.
@item Parameters
@itemx parameters
Optional parameters given to the sound driver. If you set the value of
@code{md_device} to zero (autodetect), these parameters are ignored.
@item Result
@itemx 0
Reinitialization was successful.
@itemx nonzero
An error occurred during reinitialization.
@item Notes
Use this function when you have changed the global configuration variables:
@code{md_device} and @code{md_mixfreq}, or one of the @code{md_mode} flags
which require sound reinitialization. Sound playback will continue as soon as
the driver is ready.
@item See also
@code{MikMod_Exit}, @code{MikMod_Init}.
@end table
@ifnottex
@subsubsection MikMod_SetNumVoices
@end ifnottex
@findex MikMod_SetNumVoices
@code{BOOL MikMod_SetNumVoices(int musicvoices, int samplevoices)}
@table @i
@item Description
This function sets the number of mixed voices which can be used for music
and sound effects playback.
@item Parameters
@itemx musicvoices
The number of voices to reserve for music playback.
@item samplevoices
The number of voices to reserve for sound effects.
@item Result
@itemx 0
Initialization was successful.
@itemx nonzero
An error occurred during initialization.
@item Notes
A value of @code{-1} for any of the parameters will retain the current number
of reserved voices.@*
The maximum number of voices vary from driver to driver (hardware drivers
often have a limit of 32 to 64 voices, whereas the software drivers handle
255 voices). If your settings exceed the driver's limit, they will be truncated.
@item See also
@code{MikMod_Init}, @code{MikMod_Reset}.
@end table
@ifnottex
@subsubsection MikMod_Unlock
@end ifnottex
@findex MikMod_Unlock
@code{void MikMod_Unlock(void)}
@table @i
@item Description
This function relinquishes exclusive access to libmikmod's variables.
@item Notes
This function unlocks an internal mutex, so that other threads waiting for the
lock can be resumed.@*
Every @code{MikMod_Unlock} call should be associated to a @code{MikMod_Lock}
call. To be sure this is the case, we advise you to define and use the
following macros:@*
@code{#define MIKMOD_LOCK MikMod_Lock();@{}@*
@code{#define MIKMOD_UNLOCK @}MikMod_Unlock();}@*
The function @code{MikMod_InitThreads} must have been invoked before any call
to @code{MikMod_Unlock} in made.@*
@item See also
@code{MikMod_InitThreads}, @code{MikMod_Lock}.
@end table
@ifnottex
@subsubsection MikMod_Update
@end ifnottex
@findex MikMod_Update
@code{void MikMod_Update(void)}
@table @i
@item Description
This routine should be called on a regular basis to update the sound.
@item Notes
The sound output buffer is filled each time this function is called; if you
use a large buffer, you don't need to call this routine as frequently as with
a smaller buffer, but you get a bigger shift between the sound being played
and the reported state of the player, since the player is always a buffer
ahead of the playback.@*
If you play low quality sound (for example, mono 8 bit 11@dmn{kHz} sound), you
only need to call this routine a few times per second. However, for high quality
sound (stereo 16 bit 44@dmn{kHz}), this rate increases to a few hundred times
per second, but never more, due to the minimal buffer size constraint imposed
to the sound drivers.@*
If you plan on modifying voice information with the @code{Voice_xx} functions,
you should do this before calling @code{MikMod_Update}.
@end table
@ifnottex
@subsubsection MikMod_strerror
@end ifnottex
@findex MikMod_strerror
@code{char* MikMod_strerror(int errno)}
@table @i
@item Description
This function associates a descriptive message to an error code.
@item Parameters
@itemx errno
The MikMod error code.
@item Result
A pointer to a string describing the error.
@end table
@c ========================================================== Player_xx
@node Module Player Functions, Sample Functions, Library Core Functions, Function Reference
@subsection Module Player Functions
@ifnottex
@subsubsection Player_Active
@end ifnottex
@findex Player_Active
@code{BOOL Player_Active(void)}
@table @i
@item Description
This function returns whether the module player is active or not.
@item Result
@itemx 0
No module is playing.
@itemx nonzero
A module is currently playing.
@item Notes
This function will still report that the player is active if the playing module
is paused.
@item See also
@code{Player_Paused}, @code{Player_TogglePause}, @code{Player_Start}, @code{Player_Stop}
@end table
@ifnottex
@subsubsection Player_Free
@end ifnottex
@findex Player_Free
@code{void Player_Free(MODULE* module)}
@table @i
@item Description
This function stops the module if it is playing and unloads it from memory.
@item Parameters
@itemx module
The module to free.
@item See also
@code{Player_Load}, @code{Player_LoadFP}.
@end table
@ifnottex
@subsubsection Player_GetChannelVoice
@end ifnottex
@findex Player_GetChannelVoice
@code{int Player_GetChannelVoice(UBYTE channel)}
@table @i
@item Description
This function determines the voice corresponding to the specified module
channel.
@item Parameters
@itemx channel
The module channel to use.
@item Result
The number of the voice corresponding to the module channel.
@item Notes
If the module channel has NNAs, the number will correspond to the main channel
voice.
@item See also
@code{Voice_SetPanning}, @code{Voice_SetVolume}, @code{Player_Mute}, @code{Player_ToggleMute}, @code{Player_Unmute}.
@end table
@ifnottex
@subsubsection Player_GetModule
@end ifnottex
@findex Player_GetModule
@code{MODULE* Player_GetModule(void)}
@table @i
@item Description
This function returns the module currently being played.
@item Result
A pointer to the @code{MODULE} being played, or @code{NULL} if no module is
playing.
@item See also
@code{Player_Stop}, @code{Player_Start}.
@end table
@ifnottex
@subsubsection Player_Load
@end ifnottex
@findex Player_Load
@code{MODULE* Player_Load(CHAR* filename, int maxchan, BOOL curious)}
@table @i
@item Description
This function loads a music module.
@item Parameters
@itemx filename
The name of the module file.
@item maxchan
The maximum number of channels the song is allowed to request from the mixer.
@item curious
The curiosity level to use.
@item Result
A pointer to a @code{MODULE} structure, or @code{NULL} if an error occurs.
@item Notes
If the curiosity level is set to zero, the module will be loaded normally.
However, if it is nonzero, the following things occur:
@itemize @bullet
@item pattern positions occurring after the ``end of song'' marker in S3M and
IT modules are loaded, and the end of song is set to the last position.
@item hidden extra patterns are searched in MOD modules, and if found, played
after the last ``official'' pattern.
@item MED modules with synthsounds are loaded without causing the
@code{MMERR_MED_SYNTHSAMPLES}, and synthsounds are mapped to an empty sample.
@end itemize
@item See also
@code{Player_Free}, @code{Player_LoadFP}, @code{Player_LoadTitle},
@code{Player_LoadTitleFP}, @code{Player_Start}.
@end table
@ifnottex
@subsubsection Player_LoadFP
@end ifnottex
@findex Player_LoadFP
@code{MODULE* Player_LoadFP(FILE* file, int maxchan, BOOL curious)}
@table @i
@item Description
This function loads a music module.
@item Parameters
@itemx file
An open file, at the position where the module starts.
@item maxchan
The maximum number of channels the song is allowed to request from the mixer.
@item curious
The curiosity level to use.
@item Result
A pointer to a @code{MODULE} structure, or @code{NULL} if an error occurs.
@item Notes
The file is left open, at the same position as before the function call.@*
If the curiosity level is set to zero, the module will be loaded normally.
However, if it is nonzero, the following things occur:
@itemize @bullet
@item pattern positions occurring after the ``end of song'' marker in S3M and
IT modules are loaded, and the end of song is set to the last position.
@item hidden extra patterns are searched in MOD modules, and if found, played
after the last ``official'' pattern.
@item MED modules with synthsounds are loaded without causing the
@code{MMERR_MED_SYNTHSAMPLES}, and synthsounds are mapped to an empty sample.
@end itemize
@item See also
@code{Player_Free}, @code{Player_Load}, @code{Player_LoadTitle},
@code{Player_LoadTitleFP}, @code{Player_Start}.
@end table
@ifnottex
@subsubsection Player_LoadTitle
@end ifnottex
@findex Player_LoadTitle
@code{MODULE* Player_LoadTitle(CHAR* filename)}
@table @i
@item Description
This function retrieves the title of a module file.
@item Parameters
@itemx filename
The name of the module file.
@item Result
A pointer to the song title, or @code{NULL} if either the module has no title
or an error has occurred.
@item Notes
The title buffer is created with @code{malloc}; the caller must free it when it
is no longer necessary.
@item See also
@code{Player_Load}, @code{Player_LoadFP}, @code{Player_LoadTitleFP}.
@end table
@ifnottex
@subsubsection Player_LoadTitleFP
@end ifnottex
@findex Player_LoadTitleFP
@code{MODULE* Player_LoadTitleFP(FILE* file)}
@table @i
@item Description
This function retrieves the title of a module file.
@item Parameters
@itemx file
An open file, at the position where the module starts.
@item Result
A pointer to the song title, or @code{NULL} if either the module has no title
or an error has occurred.
@item Notes
The title buffer is created with @code{malloc}; the caller must free it when it
is no longer necessary.
@item See also
@code{Player_Load}, @code{Player_LoadFP}, @code{Player_LoadTitle}.
@end table
@ifnottex
@subsubsection Player_Mute
@end ifnottex
@findex Player_Mute
@code{void Player_Mute(SLONG operation, ...)}
@table @i
@item Description
This function mutes a single module channel, or a range of module channels.
@item Parameters
@itemx operation
Either the number of a module channel to mute (starting from zero), or an
operation code. In the latter case, two extra parameters are needed to
determine the range of channels.
@item Notes
If the operation is @code{MUTE_INCLUSIVE}, the two channel numbers delimit the
range and are part of the range ; otherwise, if the operation is
@code{MUTE_EXCLUSIVE}, they are outside of the range.
@item Example
@smallexample
/* mute channel 10 */
Player_Mute(10);
/* mute channels 2 to 5 */
Player_Mute(MUTE_INCLUSIVE, 2, 5);
/* mute channels 7 to 9 */
Player_Mute(MUTE_EXCLUSIVE, 6, 10);
@end smallexample
@item See also
@code{Player_Muted}, @code{Player_ToggleMute}, @code{Player_Unmute}.
@end table
@ifnottex
@subsubsection Player_Muted
@end ifnottex
@findex Player_Muted
@code{BOOL Player_Muted(UBYTE channel)}
@table @i
@item Description
This function determines whether a module channel is muted or not.
@item Parameters
@itemx channel
The module channel to test (starting from zero).
@item Result
@itemx 0
The channel is not muted.
@itemx 1
The channel is muted.
@item See also
@code{Player_Mute}, @code{Player_ToggleMute}, @code{Player_Unmute}.
@end table
@ifnottex
@subsubsection Player_NextPosition
@end ifnottex
@findex Player_NextPosition
@code{void Player_NextPosition(void)}
@table @i
@item Description
This function jumps to the next position in the module.
@item Notes
All playing samples and active song voices are cut to avoid hanging notes.
@item See also
@code{Player_PrevPosition}, @code{Player_SetPosition}.
@end table
@ifnottex
@subsubsection Player_Paused
@end ifnottex
@findex Player_Paused
@code{BOOL Player_Paused(void)}
@table @i
@item Description
This function determines whether the module is paused or not.
@item Result
@itemx 0
The module is not paused.
@item 1
The module is paused.
@item See also
@code{Player_TogglePause}.
@end table
@ifnottex
@subsubsection Player_PrevPosition
@end ifnottex
@findex Player_PrevPosition
@code{void Player_PrevPosition(void)}
@table @i
@item Description
This function jumps to the previous position in the module.
@item Notes
All playing samples and active song voices are cut to avoid hanging notes.
@item See also
@code{Player_NextPosition}, @code{Player_SetPosition}.
@end table
@ifnottex
@subsubsection Player_SetPosition
@end ifnottex
@findex Player_SetPosition
@code{void Player_SetPosition(UWORD position)}
@table @i
@item Description
This function jumps to the specified position in the module.
@item Parameters
@itemx position
The pattern position to jump to.
@item Notes
All playing samples and active song voices are cut to avoid hanging notes.
@item See also
@code{Player_NextPosition}, @code{Player_PrevPosition}.
@end table
@ifnottex
@subsubsection Player_SetSpeed
@end ifnottex
@findex Player_SetSpeed
@code{void Player_SetSpeed(UWORD speed)}
@table @i
@item Description
This function sets the module speed.
@item Parameters
@itemx speed
The new module speed, in the range 1-32.
@item See also
@code{Player_SetTempo}.
@end table
@ifnottex
@subsubsection Player_SetTempo
@end ifnottex
@findex Player_SetTempo
@code{void Player_SetTempo(UWORD tempo)}
@table @i
@item Description
This function sets the module tempo.
@item Parameters
@itemx tempo
The new module tempo, in the range 32-255.
@item See also
@code{Player_SetSpeed}.
@end table
@ifnottex
@subsubsection Player_SetVolume
@end ifnottex
@findex Player_SetVolume
@code{void Player_SetVolume(SWORD volume)}
@table @i
@item Description
This function sets the module volume.
@item Parameters
@itemx volume
The new overall module playback volume, in the range 0-128.
@end table
@ifnottex
@subsubsection Player_Start
@end ifnottex
@findex Player_Start
@code{void Player_Start(MODULE* module)}
@table @i
@item Description
This function starts the specified module playback.
@item Parameters
@itemx module
The module to play.
@item Notes
If another module is playing, it will be stopped and the new module will play.
@item See also
@code{Player_Stop}.
@end table
@ifnottex
@subsubsection Player_Stop
@end ifnottex
@findex Player_Stop
@code{void Player_Stop(void)}
@table @i
@item Description
This function stops the currently playing module.
@item See also
@code{Player_Start}.
@end table
@ifnottex
@subsubsection Player_ToggleMute
@end ifnottex
@findex Player_ToggleMute
@code{void Player_ToggleMute(SLONG operation, ...)}
@table @i
@item Description
This function changes the muted status of a single module channel, or a range
of module channels.
@item Parameters
@itemx operation
Either the number of a module channel to work on (starting from zero), or an
operation code. In the latter case, two extra parameters are needed to
determine the range of channels.
@item Notes
If the operation is @code{MUTE_INCLUSIVE}, the two channel numbers delimit the
range and are part of the range ; otherwise, if the operation is
@code{MUTE_EXCLUSIVE}, they are outside of the range.
@item Example
@smallexample
/* toggle mute on channel 10 */
Player_ToggleMute(10);
/* toggle mute on channels 2 to 5 */
Player_ToggleMute(MUTE_INCLUSIVE, 2, 5);
/* toggle mute on channels 7 to 9 */
Player_ToggleMute(MUTE_EXCLUSIVE, 6, 10);
@end smallexample
@item See also
@code{Player_Mute}, @code{Player_Muted}, @code{Player_Unmute}.
@end table
@ifnottex
@subsubsection Player_TogglePause
@end ifnottex
@findex Player_TogglePause
@code{void Player_TogglePause(void)}
@table @i
@item Description
This function toggles the playing/paused status of the module.
@item Notes
Calls to @code{Player_xx} functions still have effect when the module is paused.
@item See also
@code{Player_Paused}, @code{Player_Start}, @code{Player_Stop}.
@end table
@ifnottex
@subsubsection Player_Unmute
@end ifnottex
@findex Player_Unmute
@code{void Player_Unmute(SLONG operation, ...)}
@table @i
@item Description
This function unmutes a single module channel, or a range of module channels.
@item Parameters
@itemx operation
Either the number of a module channel to unmute (starting from zero), or an
operation code. In the latter case, two extra parameters are needed to
determine the range of channels.
@item Notes
If the operation is @code{MUTE_INCLUSIVE}, the two channel numbers delimit the
range and are part of the range ; otherwise, if the operation is
@code{MUTE_EXCLUSIVE}, they are outside of the range.
@item Example
@smallexample
/* unmute channel 10 */
Player_Unmute(10);
/* unmute channels 2 to 5 */
Player_Unmute(MUTE_INCLUSIVE, 2, 5);
/* unmute channels 7 to 9 */
Player_Unmute(MUTE_EXCLUSIVE, 6, 10);
@end smallexample
@item See also
@code{Player_Mute}, @code{Player_Muted}, @code{Player_ToggleMute}.
@end table
@c ========================================================== Sample_xx
@node Sample Functions, Voice Functions, Module Player Functions, Function Reference
@subsection Sample Functions
@ifnottex
@subsubsection Sample_Free
@end ifnottex
@findex Sample_Free
@code{void Sample_Free(SAMPLE* sample)}
@table @i
@item Description
This function unloads a sample from memory.
@item Parameters
@itemx sample
The sample to free.
@item See also
@code{Sample_Load}, @code{Sample_LoadFP}.
@end table
@ifnottex
@subsubsection Sample_Load
@end ifnottex
@findex Sample_Load
@code{SAMPLE* Sample_Load(CHAR* filename)}
@table @i
@item Description
This function loads a sample.
@item Parameters
@itemx filename
The sample filename.
@item Result
A pointer to a @code{SAMPLE} structure, or @code{NULL} if an error has occurred.
@item See also
@code{Sample_Free}, @code{Sample_LoadFP}.
@end table
@ifnottex
@subsubsection Sample_LoadFP
@end ifnottex
@findex Sample_LoadFP
@code{SAMPLE* Sample_LoadFP(FILE* file)}
@table @i
@item Description
This function loads a sample.
@item Parameters
@itemx file
An open file, at the position where the sample starts.
@item Result
A pointer to a @code{SAMPLE} structure, or @code{NULL} if an error has occurred.
@item Notes
The file is left open, at the same position as before the function call.
@item See also
@code{Sample_Free}, @code{Sample_Load}.
@end table
@ifnottex
@subsubsection Sample_Play
@end ifnottex
@findex Sample_Play
@code{SBYTE Sample_Play(SAMPLE* sample, ULONG start, UBYTE flags)}
@table @i
@item Description
This function plays a sample as a sound effect.
@item Parameters
@itemx sample
The sample to play.
@item start
The starting position (in samples).
@item flags
Either zero, for normal sound effects, or @code{SFX_CRITICAL}, for critical
sound effects which must not be interrupted.
@item Result
The voice number corresponding to the voice which will play the sample.
@item Notes
Each new sound effect is played on a new voice. When all voices are taken,
the oldest sample which was not marked as critical is cut and its voice is
used for the new sample. Critical samples are not cut unless all the voices
are taken with critical samples and you attempt to play yet another critical
sample. Use @code{Voice_Stop} to force the end of a critical sample.
@item See also
@code{MikMod_SetNumVoices}, @code{Voice_Play}, @code{Voice_SetFrequency}, @code{Voice_SetPanning}, @code{Voice_SetVolume}, @code{Voice_Stop}.
@end table
@c ========================================================== Voice_xx
@node Voice Functions, Loader Reference, Sample Functions, Function Reference
@subsection Voice Functions
@ifnottex
@subsubsection Voice_GetFrequency
@end ifnottex
@findex Voice_GetFrequency
@code{ULONG Voice_GetFrequency(SBYTE voice)}
@table @i
@item Description
This function returns the frequency of the sample currently playing on the
specified voice.
@item Parameters
@itemx voice
The number of the voice to get frequency.
@item Result
The current frequency of the sample playing on the specified voice, or zero if
no sample is currently playing on the voice.
@item See also
@code{Voice_SetFrequency}.
@end table
@ifnottex
@subsubsection Voice_GetPanning
@end ifnottex
@findex Voice_GetPanning
@code{ULONG Voice_GetPanning(SBYTE voice)}
@table @i
@item Description
This function returns the panning position of the sample currently playing on
the specified voice.
@item Parameters
@itemx voice
The number of the voice to get panning position.
@item Result
The current panning position of the sample playing on the specified voice, or
@code{PAN_CENTER} if no sample is currently playing on the voice.
@item See also
@code{Voice_SetPanning}.
@end table
@ifnottex
@subsubsection Voice_GetPosition
@end ifnottex
@findex Voice_GetPosition
@code{SLONG Voice_GetPosition(SBYTE voice)}
@table @i
@item Description
This function returns the sample position (in samples) of the sample
currently playing on the specified voice.
@item Parameters
@itemx voice
The number of the voice to get sample position (starting from zero).
@item Result
The current play location of the sample playing on the specified voice, or zero
if the position can not be determined or if no sample is currently playing on
the voice.
@item Notes
This function may not work with some drivers (especially for hardware mixed
voices). In this case, it returns always @code{-1}.
@item See also
@code{Sample_Play}, @code{Voice_Play}.
@end table
@ifnottex
@subsubsection Voice_GetVolume
@end ifnottex
@findex Voice_GetVolume
@code{UWORD Voice_GetVolume(SBYTE voice)}
@table @i
@item Description
This function returns the volume of the sample currently playing on the
specified voice.
@item Parameters
@itemx voice
The number of the voice to get volume.
@item Result
The current volume of the sample playing on the specified voice, or zero if no
sample is currently playing on the voice.
@item See also
@code{Voice_RealVolume}, @code{Voice_SetVolume}.
@end table
@ifnottex
@subsubsection Voice_Play
@end ifnottex
@findex Voice_Play
@code{void Voice_Play(SBYTE voice, SAMPLE* sample, ULONG start)}
@table @i
@item Description
Start a new sample in the specified voice.
@item Parameters
@itemx voice
The number of the voice to be processed (starting from zero).
@item sample
The sample to play.
@item start
The starting position (in samples).
@item Notes
The sample will be played at the volume, panning and frequency settings of the
voice, regardless or the sample characteristics.@*
The sample played this way gets the same ``critical'' status as the sample
which was previously played on this voice.
@item See also
@code{Sample_Play}, @code{Voice_SetFrequency}, @code{Voice_SetPanning}, @code{Voice_SetVolume}.
@end table
@ifnottex
@subsubsection Voice_RealVolume
@end ifnottex
@findex Voice_RealVolume
@code{ULONG Voice_RealVolume(SBYTE voice)}
@table @i
@item Description
This function returns the actual playing volume of the specified voice.
@item Parameters
@itemx voice
The number of the voice to analyze (starting from zero).
@item Result
The real volume of the voice when the function was called, in the range 0-65535,
not related to the volume constraint specified with @code{Voice_SetVolume}.
@item Notes
This function may not work with some drivers (especially for hardware mixed
voices). In this case, it always returns zero.@*
Also note that the real volume computation is not a trivial process and takes
some CPU time.
@item See also
@code{Sample_Play}, @code{Voice_GetVolume}, @code{Voice_Play}, @code{Voice_SetVolume}.
@end table
@ifnottex
@subsubsection Voice_SetFrequency
@end ifnottex
@findex Voice_SetFrequency
@code{void Voice_SetFrequency(SBYTE voice, ULONG frequency)}
@table @i
@item Description
This function sets the frequency (pitch) of the specified voice.
@item Parameters
@itemx voice
The number of the voice to be processed (starting from zero).
@item frequency
The new frequency of the voice, in hertz.
@item See also
@code{Sample_Play}, @code{Voice_GetFrequency}, @code{Voice_Play}, @code{Voice_SetPanning}, @code{Voice_SetVolume}, @code{Voice_Stop}.
@end table
@ifnottex
@subsubsection Voice_SetPanning
@end ifnottex
@findex Voice_SetPanning
@code{void Voice_SetPanning(SBYTE voice, ULONG panning)}
@table @i
@item Description
This function sets the panning position of the specified voice.
@item Parameters
@itemx voice
The number of the voice to be processed (starting from zero).
@item panning
The new panning position of the voice.
@item Notes
Panning can vary between 0 (@code{PAN_LEFT}) and 255 (@code{PAN_RIGHT}). Center
is 127 (@code{PAN_CENTER}. Surround sound can be enabled by specifying the
special value @code{PAN_SURROUND}.
@item See also
@code{Sample_Play}, @code{Voice_GetPanning}, @code{Voice_Play}, @code{Voice_SetFrequency}, @code{Voice_SetVolume}, @code{Voice_Stop}.
@end table
@ifnottex
@subsubsection Voice_SetVolume
@end ifnottex
@findex Voice_SetVolume
@code{void Voice_SetVolume(SBYTE voice, UWORD volume)}
@table @i
@item Description
This function sets the volume of the specified voice.
@item Parameters
@itemx voice
The number of the voice to be processed (starting from zero).
@item volume
The new volume of the voice, in the range 0-256.
@item See also
@code{Sample_Play}, @code{Voice_GetVolume}, @code{Voice_Play}, @code{Voice_SetFrequency}, @code{Voice_SetPanning}, @code{Voice_Stop}.
@end table
@ifnottex
@subsubsection Voice_Stop
@end ifnottex
@findex Voice_Stop
@code{void Voice_Stop(SBYTE voice)}
@table @i
@item Description
This function stops the playing sample of the specified voice.
@item Parameters
@itemx voice
The number of the voice to be processed (starting from zero).
@item Notes
After the call to @code{Voice_Stop}, the function @code{Voice_Stopped} will
return nonzero (true) for the voice. If you want to silence the voice without
stopping the playback, use @code{Voice_SetVolume(voice, 0)} instead.
@item See also
@code{Sample_Play}, @code{Voice_Play}, @code{Voice_SetFrequency}, @code{Voice_SetPanning}, @code{Voice_SetVolume}.
@end table
@ifnottex
@subsubsection Voice_Stopped
@end ifnottex
@findex Voice_Stopped
@code{BOOL Voice_Stopped(SBYTE voice)}
@table @i
@item Description
This function returns whether the voice is active or not.
@item Parameters
@itemx voice
The number of the voice to be checked (starting from zero).
@item Result
@itemx 0
The voice is stopped or has no sample assigned.
@itemx nonzero
The voice is playing a sample.
@item Notes
This function may not work with some drivers (especially for hardware mixed
voices). In this case, its return value is undefined.
@item See also
@code{Voice_Stop}.
@end table
@c ========================================================== Loader reference
@node Loader Reference, Module Loaders, Voice Functions, Library Reference
@section Loader Reference
@menu
* Module Loaders::
* Sample Loaders::
@end menu
@node Module Loaders, Sample Loaders, Loader Reference, Loader Reference
@subsection Module Loaders
MikMod presents a large choice of module loaders, for the most common formats
as well as for some less-known exotic formats.
@table @code
@item load_669
This loader recognizes ``Composer 669'' and ``Unis 669'' modules. The 669
and ``Extended 669'' formats were among the first PC module formats. They
do not have a wide range of effects, but support up to 32 channels.@*
``Composer 669'' was written by Tran of Renaissance, a.k.a.@: Tomasz Pytel and
released in 1992. ``Unis 669 Composer'' was written by Jason Nunn and released
in 1994.
@item load_amf
This loader recognizes the ``Advanced Module Format'', which is the internal
module format of the ``DOS Sound and Music Interface'' (DSMI) library. This
format has the same limitations as the S3M format. The most famous DSMI
application was DMP, the Dual Module Player.@*
DMP and the DSMI library were written by Otto Chrons. DSMI was first released
in 1993.
@item load_dsm
This loader recognizes the internal DSIK format, which is the internal module
format of the ``Digital Sound Interface Kit'' (DSIK) library, the ancester of
the SEAL library. This format has the same limitations as the S3M format.@*
The DSIK library was written by Carlos Hasan and released in 1994.
@item load_far
This loader recognizes ``Farandole'' modules. These modules can be up to 16
channels and have Protracker comparable effects.@*
The Farandole composer was written by Daniel Potter and released in 1994.
@item load_gdm
This loader recognizes the ``General DigiMusic'' format, which is the internal
format of the ``Bells, Whistles and Sound Boards'' library. This format has the
same limitations as the S3M format.@*
The BWSB library was written by Edward Schlunder and first released in 1993.
@item load_imf
This loader recognizes ``Imago Orpheus'' modules. This format is roughly
equivalent to the XM format, but with two effects columns instead of a volume
column and an effect column.@*
Imago Orpheus was written by Lutz Roeder and released in 1994.
@item load_it
This loader recognizes ``Impulse Tracker'' modules, currently the most powerful
format. These modules support up to 64 real channels, and up to 256 virtual
channels with the ``New Note Action'' feature. Besides, it has the widest range
of effects, and supports 16 bit samples as well as surround sound.@*
``Impulse Tracker'' was written by Jeffrey Lim and released in 1996.
@item load_med
This loader recognizes ``OctaMED'' modules. These modules are comparable to
Protracker modules, but can embed ``synthsounds'', which are midi-like
instruments.@*
``MED'' and later ``OctaMED'' were written by Teijo Kinnunen. ``MED'' was
released in 1989, and ``OctaMED'' was released in 1992.
@item load_m15
This loader recognizes the old 15 instrument modules, created by ``Ultimate
Soundtracker'', ``Soundtracker'' and the first versions of ``Protracker''.@*
Since this format was one of the first module formats, developed in 1987, it
does not have any signature field, which makes it hard to detect reliably,
because of its similarities with later module formats.
@item load_mod
This loader recognizes the standard 31 instrument modules, created by
``Protracker'' or Protracker-compatible programs. The original Protracker
format was limited to 4 channels, but other trackers like ``TakeTracker'',
``StarTracker'' or ``Oktalyzer'' afforded more channels.@*
Although it is now technically obsolete, this format is still widely used, due
to its playback simplicity (on the adequate hardware, the Amiga).
@item load_mtm
This loader recognizes the ``MultiTracker Module Editor'' modules. The MTM
format has up to 32 channels, and protracker comparable effects. It was
intended to replace ``Composer 669''.
The ``MultiTracker Module Editor'' was written by Starscream of Renaissance,
a.k.a.@: Daniel Goldstein and released in late 1993.
@item load_okt
This loader recognizes the ``Amiga Oktalyzer'' modules. The OKT format has up
to 8 channels, and a few protracker compatible effects, as well as other
OKT-specific effects, of which only a few are currently supported by libmikmod.
``Oktalyzer'' was written by Armin Sander and released in 1990.
@item load_stm
This loader recognizes ``ScreamTracker'' modules. ``ScreamTracker'' was the
first PC tracker, as well as the first PC module format. Loosely inspired by
the ``SoundTracker'' format, it does not have as many effects as Protracker,
although it supports 31 instruments and 4 channels.@*
``ScreamTracker'' was written by PSI of Future Crew, a.k.a.@: Sami Tammilehto.
@item load_stx
This loader recognizes ``STMIK 0.2'' modules. ``STMIK'' (the Scream Tracker
Music Interface Kit) was a module playing library distributed by Future Crew
to play Scream Tracker module in games and demos. It uses an intermediate format
between STM and S3M and comes with a tool converting STM modules to STX.@*
``STMIK'' was written by PSI of Future Crew, a.k.a.@: Sami Tammilehto.
@item load_s3m
This loader recognizes ``ScreamTracker 3'' modules. This version was a huge
improvement over the original ``ScreamTracker''. It supported 32 channels, up
to 99 instruments, and a large choice of effects.@*
``ScreamTracker 3'' was written by PSI of Future Crew, a.k.a.@: Sami
Tammilehto, and released in 1994.
@item load_ult
This loader recognizes ``UltraTracker'' modules. They are mostly similar to
Protracker modules, but support two effects per channel.@*
``UltraTracker'' was written by MAS of Prophecy, a.k.a.@: Marc Andre Schallehn,
and released in 1993.
@item load_uni
This loader recognizes ``UNIMOD'' modules. This is the internal format used by
MikMod and APlayer. Use of this format is discouraged, this loader being
provided for completeness.
@item load_xm
This loader recognizes ``FastTracker 2'' modules. This format was designed from
scratch, instead of creating yet another Protracker variation. It was the first
format using instruments as well as samples, and envelopes for finer effects.@*
FastTracker 2 was written by Fredrik Huss and Magnus Hogdahl, and released in
1994.
@end table
@node Sample Loaders, Driver Reference, Module Loaders, Loader Reference
@subsection Sample Loaders
Currently, the only file type than can be loaded as a sample is the RIFF
WAVE file. Stereo or compressed WAVE files are not supported yet.
@c ========================================================== Driver reference
@node Driver Reference, Network Drivers, Sample Loaders, Library Reference
@section Driver Reference
@menu
* Network Drivers::
* Hardware Drivers::
* Disk Writer Drivers::
* Other Drivers::
@end menu
@node Network Drivers, Hardware Drivers, Driver Reference, Driver Reference
@subsection Network Drivers
These drivers send the generated sound over the network to a server program,
which sends the sound to the real sound hardware. The server program can be
on the same machine than your program, but MikMod does not have access to the
hardware. Network drivers only support software mixing.
@table @code
@item drv_AF
This driver works with the ``Digital AudioFile'' library.@*
Start the server on the machine you want, set its hostname in the
@samp{AUDIOFILE} environment variable, and MikMod is ready to send it sound.
@item drv_esd
This driver works with the ``Enlightened Sound Daemon''.@*
Start the esd daemon on the machine you want, set its hostname in the
@samp{ESPEAKER} environment variable, and MikMod is ready to send it sound.
@end table
@node Hardware Drivers, Disk Writer Drivers, Network Drivers, Driver Reference
@subsection Hardware Drivers
These drivers access to the sound hardware of the machine they run on.
Depending on your Unix flavor, you'll end with one or more drivers from this
list:
@table @code
@item drv_aix
This driver is only available under AIX, and access its audio device.@*
This driver only supports software mixing.
@item drv_alsa
This driver is only available under Linux, and requires the ALSA driver to be
compiled for your current kernel.@*
This driver only supports software mixing, but a future version of the driver
might be able to use the hardware capabilities of some sound cards.
@item drv_dart
This driver is only available under OS/2 version 3 and higher (Warp), and uses
the ``Direct Audio Real-Time'' interface.@*
This driver only supports software mixing.
@item drv_hp
This driver is only available under HP-UX, and access its audio device.@*
This driver only supports software mixing.
@item drv_os2
This driver is only available under OS/2 version 3 and higher (Warp), and OS/2
2.x with MMPM/2.@*
This driver only supports software mixing.
@item drv_oss
This driver is available under any Unix with the Open Sound System drivers
installed. Linux and FreeBSD also come with the OSS/Lite driver (the
non-commercial version of OSS) and can make use of this driver.@*
This driver only supports software mixing.
@item drv_sam9407
This driver is only available under Linux, and requires the Linux sam9407
driver to be compiled for your current kernel.@*
This driver only supports hardware mixing.
@item drv_sgi
This driver is only available under IRIX, and uses the SGI audio library.@*
This driver only supports software mixing.
@item drv_sun
This driver is only available under Unices which implement SunOS-like audio
device interfaces, that is, SunOS, Solaris, NetBSD and OpenBSD.@*
This driver only supports software mixing.
@item drv_ultra
This driver is only available under Linux, and requires the Linux Ultrasound
driver (the ancestor of ALSA) to be compiled for your current kernel.@*
This driver only supports hardware mixing.
@end table
@node Disk Writer Drivers, Other Drivers, Hardware Drivers, Driver Reference
@subsection Disk Writer Drivers
These drivers work on any machine, since the generated sound is not sent to
hardware, but written in a file. Disk writer drivers only support software
mixing.
@table @code
@item drv_raw
This driver outputs the sound date in a file by default named @file{music.raw}
in the current directory. The file has no header and only contains the sound
output.
@item drv_wav
This driver outputs the sound data in a RIFF WAVE file by default named
@file{music.wav} in the current directory.
@end table
@node Other Drivers, , Disk Writer Drivers, Driver Reference
@subsection Other Drivers
These drivers are of little interest, but are handy sometimes.
@table @code
@item drv_stdout
This driver outputs the sound data to the program's standard output. To avoid
inconvenience, the data will not be output if the standard output is a terminal,
thus you have to pipe it through another command or to redirect it to a file.
Using this driver and redirecting to a file is equivalent to using the
@code{drv_raw} disk writer.@*
This driver only supports software mixing.
@item drv_pipe
This driver pipes the sound data to a command (which must be given in the
driver commandline, via @code{MikMod_Init}).@*
This driver only supports software mixing.
@item drv_nos
This driver doesn't produce sound at all, and will work on any machine.@*
Since it does not have to produce sound, it supports both hardware and software
mixing, with as many hardware voices as you like.
@end table
@c ========================================================== Index
@node Index, Function Index, Library Reference, Top
@ifnottex
@chapter Index
@menu
* Function Index::
* Type and Variable Index::
@end menu
@end ifnottex
@ifnottex
@node Function Index, Type and Variable Index, Index, Index
@end ifnottex
@unnumbered Function Index
@printindex fn
@ifnottex
@node Type and Variable Index, , Function Index, Index
@end ifnottex
@unnumbered Type and Variable Index
@printindex vr
@c ========================================================== Table Of Contents
@contents
@bye