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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;MyAudioGroupLoader.hpp&quot;</div><div class="line"><a name="l00033"></a><span class="lineno"> 33</span>&#160;</div><div class="line"><a name="l00034"></a><span class="lineno"> 34</span>&#160;int main(int argc, char* argv[])</div><div class="line"><a name="l00035"></a><span class="lineno"> 35</span>&#160;{</div><div class="line"><a name="l00036"></a><span class="lineno"> 36</span>&#160; /* Up to the client to implement voice allocation and mixing */</div><div class="line"><a name="l00037"></a><span class="lineno"> 37</span>&#160; std::unique_ptr&lt;amuse::IBackendVoiceAllocator&gt; voxAlloc = MakeMyVoiceAllocator();</div><div class="line"><a name="l00038"></a><span class="lineno"> 38</span>&#160;</div><div class="line"><a name="l00039"></a><span class="lineno"> 39</span>&#160; /* Application just needs one per audio output (not per channel) */</div><div class="line"><a name="l00040"></a><span class="lineno"> 40</span>&#160; amuse::Engine snd(*voxAlloc);</div><div class="line"><a name="l00041"></a><span class="lineno"> 41</span>&#160;</div><div class="line"><a name="l00042"></a><span class="lineno"> 42</span>&#160; /* An &#39;AudioGroup&#39; is an atomically-loadable unit within Amuse. </div><div class="line"><a name="l00043"></a><span class="lineno"> 43</span>&#160; * A client-assigned integer serves as the handle to the group once loaded</div><div class="line"><a name="l00044"></a><span class="lineno"> 44</span>&#160; */</div><div class="line"><a name="l00045"></a><span class="lineno"> 45</span>&#160; amuse::IntrusiveAudioGroupData data = LoadMyAudioGroup();</div><div class="line"><a name="l00046"></a><span class="lineno"> 46</span>&#160; snd.addAudioGroup(data);</div><div class="line"><a name="l00047"></a><span class="lineno"> 47</span>&#160;</div><div class="line"><a name="l00048"></a><span class="lineno"> 48</span>&#160; /* Starting a SoundMacro playing is accomplished like so: */</div><div class="line"><a name="l00049"></a><span class="lineno"> 49</span>&#160; int sfxId = 0x1337;</div><div class="line"><a name="l00050"></a><span class="lineno"> 50</span>&#160; float vol = 1.0f;</div><div class="line"><a name="l00051"></a><span class="lineno"> 51</span>&#160; float pan = 0.0f;</div><div class="line"><a name="l00052"></a><span class="lineno"> 52</span>&#160; std::shared_ptr&lt;Voice&gt; voice = snd.fxStart(sfxId, vol, pan);</div><div class="line"><a name="l00053"></a><span class="lineno"> 53</span>&#160;</div><div class="line"><a name="l00054"></a><span class="lineno"> 54</span>&#160; /* Play for ~5 sec */</div><div class="line"><a name="l00055"></a><span class="lineno"> 55</span>&#160; int passedFrames = 0;</div><div class="line"><a name="l00056"></a><span class="lineno"> 56</span>&#160; while (passedFrames &lt; 300)</div><div class="line"><a name="l00057"></a><span class="lineno"> 57</span>&#160; {</div><div class="line"><a name="l00058"></a><span class="lineno"> 58</span>&#160; snd.pumpEngine();</div><div class="line"><a name="l00059"></a><span class="lineno"> 59</span>&#160; ++passedFrames;</div><div class="line"><a name="l00060"></a><span class="lineno"> 60</span>&#160; WaitForVSync();</div><div class="line"><a name="l00061"></a><span class="lineno"> 61</span>&#160; }</div><div class="line"><a name="l00062"></a><span class="lineno"> 62</span>&#160;</div><div class="line"><a name="l00063"></a><span class="lineno"> 63</span>&#160; /* Stopping a SoundMacro is accomplished by sending a</div><div class="line"><a name="l00064"></a><span class="lineno"> 64</span>&#160; * MIDI-style &#39;KeyOff&#39; message for the voice</div><div class="line"><a name="l00065"></a><span class="lineno"> 65</span>&#160; */</div><div class="line"><a name="l00066"></a><span class="lineno"> 66</span>&#160; voice-&gt;keyOff();</div><div class="line"><a name="l00067"></a><span class="lineno"> 67</span>&#160; </div><div class="line"><a name="l00068"></a><span class="lineno"> 68</span>&#160; /* Play for 2 more seconds to allow the macro to gracefully fade-out */</div><div class="line"><a name="l00069"></a><span class="lineno"> 69</span>&#160; passedFrames = 0;</div><div class="line"><a name="l00070"></a><span class="lineno"> 70</span>&#160; while (passedFrames &lt; 120)</div><div class="line"><a name="l00071"></a><span class="lineno"> 71</span>&#160; {</div><div class="line"><a name="l00072"></a><span class="lineno"> 72</span>&#160; snd.pumpEngine();</div><div class="line"><a name="l00073"></a><span class="lineno"> 73</span>&#160; ++passedFrames;</div><div class="line"><a name="l00074"></a><span class="lineno"> 74</span>&#160; WaitForVSync();</div><div class="line"><a name="l00075"></a><span class="lineno"> 75</span>&#160; }</div><div class="line"><a name="l00076"></a><span class="lineno"> 76</span>&#160;</div><div class="line"><a name="l00077"></a><span class="lineno"> 77</span>&#160; /* Clean up and exit */</div><div class="line"><a name="l00078"></a><span class="lineno"> 78</span>&#160; return 0;</div><div class="line"><a name="l00079"></a><span class="lineno"> 79</span>&#160;}</div><div class="line"><a name="l00080"></a><span class="lineno"> 80</span>&#160;```</div><div class="line"><a name="l00081"></a><span class="lineno"> 81</span>&#160;</div><div class="line"><a name="l00082"></a><span class="lineno"> 82</span>&#160;#### Tool</div><div class="line"><a name="l00083"></a><span class="lineno"> 83</span>&#160;</div><div class="line"><a name="l00084"></a><span class="lineno"> 84</span>&#160;In addition to the library, a command-line tool for performing various pipeline</div><div class="line"><a name="l00085"></a><span class="lineno"> 85</span>&#160;tasks is provided. Compilers for audio groups and song data, as well as basic</div><div class="line"><a name="l00086"></a><span class="lineno"> 86</span>&#160;playback functionality is available via the tool.</div></div><!-- fragment --></div><!-- contents -->
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