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<div class="title">Amuse </div> </div>
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<div class="textblock"><p><b>Amuse</b> is a real-time MIDI and SFX sequencer, with basic effects, 3D positional audio and surround-output capabilities.</p>
<p>The project is designed for compatibility with Audio Groups and Song data found in PC/N64/GCN/GBA games using the <em>MusyX</em> audio engine; providing an alternate runtime library to use for sequencing these games' audio libraries.</p>
<h4>Library</h4>
<p>The Amuse API exposes full interactivity between a client application (game engine) and the sequencer engine. Unlike the interrupt-driven nature of the original console implementations (where the audio chip 'requests' more audio as needed), Amuse is entirely synchronous. This means the client must periodically <em>pump</em> the audio engine (typically once per video frame) to keep the OS' audio system fed.</p>
<p>The client must provide the implementation for allocating and mixing audio voices, since this may drastically differ from target to target. <code><a class="el" href="classamuse_1_1_i_backend_voice_allocator.html">amuse::IBackendVoiceAllocator</a></code> is the pure-virtual interface to implement for this. Alternatively, if <a href="https://github.com/AxioDL/boo">Boo</a> is present in the CMake project tree, Amuse will be compiled with a backend supporting multiple popular low-level audio APIs. Windows, OS X, and Linux all have excellent support this way.</p>
<p>Here's an example usage:</p>
<div class="fragment"><div class="line"><span class="preprocessor">#include &lt;amuse/amuse.hpp&gt;</span></div><div class="line"><span class="preprocessor">#include &quot;MyVoiceAllocator.hpp&quot;</span></div><div class="line"><span class="preprocessor">#include &quot;MyAudioGroupLoader.hpp&quot;</span></div><div class="line"></div><div class="line"><span class="keywordtype">int</span> main(<span class="keywordtype">int</span> argc, <span class="keywordtype">char</span>* argv[])</div><div class="line">{</div><div class="line"> <span class="comment">/* Up to the client to implement voice allocation and mixing */</span></div><div class="line"> std::unique_ptr&lt;amuse::IBackendVoiceAllocator&gt; voxAlloc = MakeMyVoiceAllocator();</div><div class="line"></div><div class="line"> <span class="comment">/* Application just needs one per audio output (not per channel) */</span></div><div class="line"> <a class="code" href="classamuse_1_1_engine.html">amuse::Engine</a> snd(*voxAlloc);</div><div class="line"></div><div class="line"> <span class="comment">/* An &#39;AudioGroup&#39; is an atomically-loadable unit within Amuse. </span></div><div class="line"><span class="comment"> * A client-assigned integer serves as the handle to the group once loaded</span></div><div class="line"><span class="comment"> */</span></div><div class="line"> <a class="code" href="classamuse_1_1_intrusive_audio_group_data.html">amuse::IntrusiveAudioGroupData</a> data = LoadMyAudioGroup();</div><div class="line"> snd.addAudioGroup(data);</div><div class="line"></div><div class="line"> <span class="comment">/* Starting a SoundMacro playing is accomplished like so: */</span></div><div class="line"> <span class="keywordtype">int</span> sfxId = 0x1337;</div><div class="line"> <span class="keywordtype">float</span> vol = 1.0f;</div><div class="line"> <span class="keywordtype">float</span> pan = 0.0f;</div><div class="line"> std::shared_ptr&lt;Voice&gt; voice = snd.fxStart(sfxId, vol, pan);</div><div class="line"></div><div class="line"> <span class="comment">/* Play for ~5 sec */</span></div><div class="line"> <span class="keywordtype">int</span> passedFrames = 0;</div><div class="line"> <span class="keywordflow">while</span> (passedFrames &lt; 300)</div><div class="line"> {</div><div class="line"> snd.pumpEngine();</div><div class="line"> ++passedFrames;</div><div class="line"> WaitForVSync();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">/* Stopping a SoundMacro is accomplished by sending a</span></div><div class="line"><span class="comment"> * MIDI-style &#39;KeyOff&#39; message for the voice</span></div><div class="line"><span class="comment"> */</span></div><div class="line"> voice-&gt;keyOff();</div><div class="line"></div><div class="line"> <span class="comment">/* Play for 2 more seconds to allow the macro to gracefully fade-out */</span></div><div class="line"> passedFrames = 0;</div><div class="line"> <span class="keywordflow">while</span> (passedFrames &lt; 120)</div><div class="line"> {</div><div class="line"> snd.pumpEngine();</div><div class="line"> ++passedFrames;</div><div class="line"> WaitForVSync();</div><div class="line"> }</div><div class="line"></div><div class="line"> <span class="comment">/* Clean up and exit */</span></div><div class="line"> <span class="keywordflow">return</span> 0;</div><div class="line">}</div></div><!-- fragment --><h4>Tool</h4>
<p>In addition to the library, a command-line tool for performing various pipeline tasks is provided. Compilers for audio groups and song data, as well as basic playback functionality is available via the tool. </p>
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