\input texinfo @c -*-texinfo-*- @c %**start of header @setfilename mikmod.info @settitle MikMod sound library @c %**end of header @ignore MikMod Sound Library Documentation @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 August 2016 @set library-version 3.3.12 @set authorname Miodrag Vallat @set authoraddress miod@@mikmod.org @c ========================================================== Copyright (info) @ifinfo Copyright @copyright{} 1998-2014 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{} 1998-2014 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 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 #include 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 #include 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{MikMod_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{MikMod_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 call @code{MikMod_free} on 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 const CHAR* Name Name of the driver, usually never more than 20 characters. @item const 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 const 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 int (*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}. @item long iobase Data start base offset. Managed by libmikmod, do not manipulate. @item long prev_iobase Data start base offset, previous value. Managed by libmikmod, do not manipulate. @end table For an example of how to build an @code{MREADER} object, please refer to the @code{MFILEREADER} and @code{MMEMREADER} objects in file @code{mmio/mmio.c} in the library source, as well as the @code{splayMEM} example application. @subsection MWRITER @tindex MWRITER The @code{MWRITER} contains the following function pointers: @table @code @item int (*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*, const void *src, size_t length); This function should copy @code{length} bytes of data from @code{src}, and return zero if an error occured, and any nonzero value otherwise. @item int (*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. @item MMERR_NO_FLOAT32 This error occurs when the sound device doesn't support 32 bit float sound output, which is 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 ALSA Driver Specific Errors @end ifnottex @iftex ALSA driver specific errors @end iftex @table @samp @item MMERR_ALSA_NOCONFIG This error occurs when no ALSA playback configuration is available. @item MMERR_ALSA_SETPARAMS This error occurs when the ALSA driver can not set the requested sample format, sample rate, number of channels, access type, or latency values. @item MMERR_ALSA_SETFORMAT This error occurs when the ALSA driver can not set the requested sample format. @item MMERR_ALSA_SETRATE This error occurs when the ALSA driver does not support the requested sample rate. @item MMERR_ALSA_SETCHANNELS This error occurs when the ALSA driver does not support the requested number of channels. @item MMERR_ALSA_BUFFERSIZE This error occurs when the ALSA driver can not retrieve the buffer or period size. @item MMERR_ALSA_PCM_START This error occurs when the ALSA driver can not start the pcm playback. @item MMERR_ALSA_PCM_WRITE This error occurs when the ALSA driver encounters a write error. @item MMERR_ALSA_PCM_RECOVER This error occurs when the ALSA driver encounters an error recovery failure. @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 @ifnottex @subsection MaxOS X Driver Specific Errors @end ifnottex @iftex MacOS X Driver Specific Errors @end iftex @table @samp @item MMERR_OSX_UNKNOWN_DEVICE This error occurs if the default audio output device is not an audio device! If this happens, please contact the maintainer. @item MMERR_OSX_BAD_PROPERTY This error occurs when the driver encounters a bad parameter when setting device the properties. @item MMERR_OSX_UNSUPPORTED_FORMAT This error occurs when the detected audio device does not support the required format (Linear PCM). @item MMERR_OSX_SET_STEREO This error occurs when the driver does not support the requested channels setting. @item MMERR_OSX_BUFFER_ALLOC This error occurs if the driver fails to allocate the audio buffers. @item MMERR_OSX_ADD_IO_PROC This error occurs if the driver fails to add its Audio IO Proc. @item MMERR_OSX_DEVICE_START This error occurs if the driver fails to start the audio IO Proc. @item MMERR_OSX_PTHREAD This error occurs if the initialization of the mutex fails. @end table @ifnottex @subsection Dos ``Windows Sound System'' Driver Specific Errors @end ifnottex @iftex Dos ``Windows Sound System'' Driver Specific Errors @end iftex @table @samp @item MMERR_DOSWSS_STARTDMA This error occurs if the driver failed to start the cyclic DMA transfer. @end table @ifnottex @subsection Dos ``SoundBlaster'' Driver Specific Errors @end ifnottex @iftex Dos ``SoundBlaster'' Driver Specific Errors @end iftex @table @samp @item MMERR_DOSSB_STARTDMA This error occurs if the driver failed to start the cyclic DMA transfer. @end table @ifnottex @subsection OpenAL Driver Specific Errors @end ifnottex @iftex OpenAL Driver Specific Errors @end iftex @table @samp @item MMERR_OPENAL_CREATECTX This error occurs if OpenAL fails to create a context during initialization. @item MMERR_OPENAL_CTXCURRENT This error occurs if OpenAL fails to set current context during initialization. @item MMERR_OPENAL_GENBUFFERS This error occurs if OpenAL fails to generate buffers during initialization. @item MMERR_OPENAL_GENSOURCES This error occurs if OpenAL fails to generate a source during initialization. @item MMERR_OPENAL_SOURCE This error occurs if OpenAL fails to set source parameters during initialization. @item MMERR_OPENAL_QUEUEBUFFERS This error occurs if OpenAL fails to queue buffers on a source. @item MMERR_OPENAL_UNQUEUEBUFFERS This error occurs if OpenAL fails to remove buffers from the queue. @item MMERR_OPENAL_BUFFERDATA This error occurs if OpenAL fails to fill a buffer with audio data. @item MMERR_OPENAL_GETSOURCE This error occurs if OpenAL fails to get source parameters. @item MMERR_OPENAL_SOURCEPLAY This error occurs if OpenAL fails to play the source. @item MMERR_OPENAL_SOURCESTOP This error occurs if OpenAL fails to stop the source. @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{int MikMod_EnableOutput(void)} @table @i @item Description This function starts the sound mixing. @item Result @itemx 0 Sound mixing is ready. @item 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{MikMod_malloc}; the caller must free it with @code{MikMod_free} 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{MikMod_malloc}; the caller must free it with @code{MikMod_free} 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{int MikMod_Init(const 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. @item 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. @item 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{int MikMod_Reset(const 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. @item 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{int 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. @item 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{const char* MikMod_strerror(int errnum)} @table @i @item Description This function associates a descriptive message to an error code. @item Parameters @itemx errnum 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. @item 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(const 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(const 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{MikMod_malloc}; the caller must free it with @code{MikMod_free} 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{MikMod_malloc}; the caller must free it with @code{MikMod_free} 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. @item 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(const 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. @item 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_asy This loader recognize the ``ASYLUM Music Format'', which was used in Crusader series of games by Origin. This format uses the .amf extension, but is very similar to a 8 Channel Mod file. @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_umx This loader recognizes the modules in ``umx'' files from games like ``Unreal'', ``DeusEx'', etc. To libmikmod, UMX is just a container and the real music format may be one of ``ScreamTracker 3'', ``Impulse Tracker'', ``FastTracker 2'', or possibly a ``Protracker'' compatible one. @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. @item drv_nas This driver works with the ``Network Audio System''.@* Start the nas server on the machine you want, and set its hostname with the @samp{server} driver command line argument. @item drv_pulseaudio This driver works with the ``PulseAudio'' server.@* Start the pulseaudio server on the machine you want, set the server name with @samp{server} and the device name with @samp{sink} driver command line arguments. Without the optional @samp{server} and @samp{sink} arguments, the driver leaves the server:device decision to the pulseaudio library defaults. @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_ahi This driver is only available under AmigaOS and its variants like MorphOS and AROS, and it outputs to native Amiga AHI device.@* This driver only supports software mixing. @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_dc This driver is only for the Dreamcast platform, and outputs a stream to the AICA SPU of a Dreamcast.@* This driver only supports software mixing. This driver is not tested yet. @item drv_ds This driver is only available under WIN32, and uses the ``DirectSound'' api.@* This driver only supports software mixing. @item drv_gp32 This driver is only for the GP32 platform, and uses the ``GP32'' api.@* This driver only supports software mixing. This driver is not tested yet. @item drv_hp This driver is only available under HP-UX, and access its audio device.@* This driver only supports software mixing. @item drv_n64 This driver is only for the Nintendo 64 platform, and uses the ``libdragon`` api.@* This driver only supports software mixing. @item drv_mac This driver is only available under MacOS, and uses the ``Sound Manager''.@* This driver supports the Classic and Carbon environments, and does only software mixing. @item drv_openal This driver is available for all platforms where ``OpenAL'' is supported, and uses the ``OpenAL'' api.@* 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_osles This driver is only available under Android and uses OpenSL ES.@* 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_osx This driver is available under MacOS X and Darwin, and uses the ``CoreAudio'' interface.@* This driver only supports software mixing. @item drv_psp This driver is only for the Playstation Portable platform, and is not tested yet.@* 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_sb This driver is only available under DOS, and supports the SoundBlaster/Pro/16/AWE32.@* This driver only supports hardware mixing. This driver needs to be tested. @item drv_sdl This driver is available for all platforms where ``SDL'' is supported, and uses the ``Simple DirectMedia Layer'' apis.@* This driver only supports software 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_sndio This driver is only available under OpenBSD and uses the ``sndio'' interface.@* 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 available under Linux, and requires the Linux Ultrasound driver (the ancestor of ALSA) to be compiled for your current kernel. This driver is also available under DOS/DJGPP and OS/2.@* This driver only supports hardware mixing. The DOS/DJGPP and OS/2 parts needs to be tested. @item drv_win This driver is only available under WIN32, and uses the ``multimedia API''.@* This driver only supports software mixing. @item drv_wss This driver is only available under DOS, and supports Windows Sound System compatible sound cards.@* This driver only supports software mixing. This driver needs to be tested. @item drv_xaudio2 This driver is only available under Windows XP and newer Windows versions and uses the ``XAudio2'' 2.7 or 2.8 apis.@* This driver only supports software 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_aiff This driver outputs the sound data in a AIFF (Audio Interchange File Format) file by default named @file{music.aiff} or @file{music.aif} on win32/dos in the current directory. @item drv_raw This driver outputs the sound data 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