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<div class="fragment"><div class="line"><a name="l00001"></a><span class="lineno"> 1</span> ### Amuse {#mainpage}</div><div class="line"><a name="l00002"></a><span class="lineno"> 2</span> </div><div class="line"><a name="l00003"></a><span class="lineno"> 3</span> **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> 3D positional audio and surround-output capabilities.</div><div class="line"><a name="l00005"></a><span class="lineno"> 5</span> </div><div class="line"><a name="l00006"></a><span class="lineno"> 6</span> 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> 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> alternate runtime library to use for sequencing these games' audio libraries.</div><div class="line"><a name="l00009"></a><span class="lineno"> 9</span> </div><div class="line"><a name="l00010"></a><span class="lineno"> 10</span> #### Library</div><div class="line"><a name="l00011"></a><span class="lineno"> 11</span> </div><div class="line"><a name="l00012"></a><span class="lineno"> 12</span> The Amuse API exposes full interactivity between a client application</div><div class="line"><a name="l00013"></a><span class="lineno"> 13</span> (game engine) and the sequencer engine. Unlike the interrupt-driven nature</div><div class="line"><a name="l00014"></a><span class="lineno"> 14</span> of the original console implementations (where the audio chip 'requests' more</div><div class="line"><a name="l00015"></a><span class="lineno"> 15</span> 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> 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> the OS' audio system fed.</div><div class="line"><a name="l00018"></a><span class="lineno"> 18</span> </div><div class="line"><a name="l00019"></a><span class="lineno"> 19</span> The client must provide the implementation for allocating and mixing audio</div><div class="line"><a name="l00020"></a><span class="lineno"> 20</span> voices, since this may drastically differ from target to target.</div><div class="line"><a name="l00021"></a><span class="lineno"> 21</span> `amuse::IBackendVoiceAllocator` is the pure-virtual interface to implement</div><div class="line"><a name="l00022"></a><span class="lineno"> 22</span> 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> 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> 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> excellent support this way.</div><div class="line"><a name="l00026"></a><span class="lineno"> 26</span> </div><div class="line"><a name="l00027"></a><span class="lineno"> 27</span> Here's an example usage:</div><div class="line"><a name="l00028"></a><span class="lineno"> 28</span> </div><div class="line"><a name="l00029"></a><span class="lineno"> 29</span> ```cpp</div><div class="line"><a name="l00030"></a><span class="lineno"> 30</span> #include <amuse/amuse.hpp></div><div class="line"><a name="l00031"></a><span class="lineno"> 31</span> #include "MyVoiceAllocator.hpp"</div><div class="line"><a name="l00032"></a><span class="lineno"> 32</span> #include "MyAudioGroupLoad
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<li class="footer">Generated on Wed May 18 2016 20:05:19 for Amuse by
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