mirror of https://github.com/AxioDL/amuse.git
78 lines
2.4 KiB
Markdown
78 lines
2.4 KiB
Markdown
### Amuse
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**Amuse** is a real-time MIDI and SFX sequencer, with basic effects,
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3D positional audio and surround-output capabilities.
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The project is designed for compatibility with Audio Groups and Song data
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found in PC/N64/GCN/GBA games using the *MusyX* audio engine, providing an
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alternate runtime library to use for sequencing these games' audio libraries.
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#### Library
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The Amuse API exposes full interactivity between a client application
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(game engine) and the sequencer engine. Unlike the interrupt-driven nature
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of the original console implementations (where the audio chip 'requests' more
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audio as needed), Amuse is entirely synchronous. This means the client must
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periodically *pump* the audio engine (typically once per video frame) to keep
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the OS' audio system fed.
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The client must provide the implementation for allocating and mixing audio
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voices, since this may drastically differ from target to target.
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`amuse::IVoiceAllocator` is the pure-virtual interface to implement for this.
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Here's an example usage:
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```cpp
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#include <amuse/amuse.hpp>
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#include "MyVoiceAllocator.hpp"
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#include "MyAudioGroupLoader.hpp"
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int main(int argc, char* argv[])
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{
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/* Up to the client to implement voice allocation and mixing */
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std::unique_ptr<amuse::IVoiceAllocator> voxAlloc = MakeMyVoiceAllocator();
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/* Application just needs one per audio output (not per channel) */
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amuse::Engine snd(*voxAlloc);
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/* An 'AudioGroup' is an atomically-loadable unit within Amuse.
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* A client-assigned integer serves as the handle to the group once loaded
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*/
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int groupId = 1;
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amuse::AudioGroupData data = LoadMyAudioGroup(groupId);
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snd.addAudioGroup(groupId, data);
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/* Starting a SoundMacro playing is accomplished like so: */
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int sfxId = 0x1337;
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float vol = 1.0f;
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float pan = 0.0f;
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int voiceId = snd.fxStart(sfxId, vol, pan);
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/* Play for ~5 sec */
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int passedFrames = 0;
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while (passedFrames < 300)
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{
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snd.pumpEngine();
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++passedFrames;
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WaitForVSync();
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}
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/* Stopping a SoundMacro is accomplished by sending the engine a
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* MIDI-style 'KeyOff' message for the voice
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*/
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snd.fxKeyOff(voiceId);
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/* Play for 2 more seconds to allow the macro to gracefully fade-out */
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passedFrames = 0;
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while (passedFrames < 120)
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{
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snd.pumpEngine();
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++passedFrames;
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WaitForVSync();
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}
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/* Clean up and exit */
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return 0;
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}
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```
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