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<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span>&#160;### Amuse {#mainpage}</div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span>&#160;</div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span>&#160;**Amuse** is a real-time MIDI and SFX sequencer, with basic effects, </div><div class="line"><a name="l00004"></a><span class="lineno"> 4</span>&#160;3D positional audio and surround-output capabilities.</div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span>&#160;</div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span>&#160;The project is designed for compatibility with Audio Groups and Song data</div><div class="line"><a name="l00007"></a><span class="lineno"> 7</span>&#160;found in PC/N64/GCN/GBA games using the *MusyX* audio engine; providing an</div><div class="line"><a name="l00008"></a><span class="lineno"> 8</span>&#160;alternate runtime library to use for sequencing these games&#39; audio libraries.</div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span>&#160;</div><div class="line"><a name="l00010"></a><span class="lineno"> 10</span>&#160;#### Library</div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span>&#160;</div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span>&#160;The Amuse API exposes full interactivity between a client application</div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span>&#160;(game engine) and the sequencer engine. Unlike the interrupt-driven nature</div><div class="line"><a name="l00014"></a><span class="lineno"> 14</span>&#160;of the original console implementations (where the audio chip &#39;requests&#39; more</div><div class="line"><a name="l00015"></a><span class="lineno"> 15</span>&#160;audio as needed), Amuse is entirely synchronous. This means the client must</div><div class="line"><a name="l00016"></a><span class="lineno"> 16</span>&#160;periodically *pump* the audio engine (typically once per video frame) to keep</div><div class="line"><a name="l00017"></a><span class="lineno"> 17</span>&#160;the OS&#39; audio system fed.</div><div class="line"><a name="l00018"></a><span class="lineno"> 18</span>&#160;</div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span>&#160;The client must provide the implementation for allocating and mixing audio</div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span>&#160;voices, since this may drastically differ from target to target.</div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span>&#160;`amuse::IBackendVoiceAllocator` is the pure-virtual interface to implement</div><div class="line"><a name="l00022"></a><span class="lineno"> 22</span>&#160;for this. Alternatively, if [Boo](https://github.com/AxioDL/boo) is present</div><div class="line"><a name="l00023"></a><span class="lineno"> 23</span>&#160;in the CMake project tree, Amuse will be compiled with a backend supporting</div><div class="line"><a name="l00024"></a><span class="lineno"> 24</span>&#160;multiple popular low-level audio APIs. Windows, OS X, and Linux all have</div><div class="line"><a name="l00025"></a><span class="lineno"> 25</span>&#160;excellent support this way.</div><div class="line"><a name="l00026"></a><span class="lineno"> 26</span>&#160;</div><div class="line"><a name="l00027"></a><span class="lineno"> 27</span>&#160;Here&#39;s an example usage:</div><div class="line"><a name="l00028"></a><span class="lineno"> 28</span>&#160;</div><div class="line"><a name="l00029"></a><span class="lineno"> 29</span>&#160;```cpp</div><div class="line"><a name="l00030"></a><span class="lineno"> 30</span>&#160;#include &lt;amuse/amuse.hpp&gt;</div><div class="line"><a name="l00031"></a><span class="lineno"> 31</span>&#160;#include &quot;MyVoiceAllocator.hpp&quot;</div><div class="line"><a name="l00032"></a><span class="lineno"> 32</span>&#160;#include &quot;MyAudioGroupLoad
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