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alCSeq
Syntax
#include <libaudio.h>
void alCSeqNew(ALCSeq *seq, u8 *ptr);
void alCSeqNextEvent(ALCSeq *seq,ALEvent *evt);
s32 alCSeqGetTicks(ALCSeq *seq);
f32 alCSeqTicksToSec(ALCSeq *seq, s32 ticks, u32 tempo);
u32 alCSeqSecToTicks(ALCSeq *seq, f32 sec, u32 tempo);
void alCSeqNewMarker(ALCSeq *seq, ALCSeqMarker *m, u32 ticks);
void alCSeqSetLoc(ALCSeq *seq, ALCSeqMarker *marker);
void alCSeqGetLoc(ALCSeq *seq, ALCSeqMarker *marker);
Explanation
The Nintendo 64 Audio Library supports playback of musical
sequences that have been compressed with midicomp. The format
of these files is detailed in the AudioFormats document.
To use a Compressed MIDI sequence in your game, you must first
initialize a runtime ALCSeq structure to represent it. This is
accomplished with a call to alCSeqNew.
After initializing the sequence structure, you can perform
sequence operations. Typically, you will also create and
initialize a Compressed MIDI Sequence Player to play
the sequence for you.
The alCSeqNextEvent function call returns the next MIDI event from the
sequence's current location. Usually, you won't call the alCSeqNextEvent function
directly because it is called for you by the Sequence Player during
sequence playback.
The alCSeqGetTicks function returns the current sequence location
measured in ticks.
The functions alCSeqTicksToSec and
alCSeqSecToTicks convert between time formats. The "ticks" format
is in units of time relative to the MIDI clock at the resolution
specified in the MIDI sequence header. However, because this calculation
is done with a specific tempo, it will not be accurate if the sequence
includes tempo changes.
A call to alCSeqNewMarker initializes a marker to the location
specified in ticks. A call to alCSeqGetLoc initializes a marker with
the current location. This marker can then be used with the alCSeqSetLoc function to
jump to the location specified by the marker.
See Also
alCSeqNew
alCSeqNextEvent
alCSeqGetTicks
alCSeqTicksToSec
alCSeqSecToTicks
alCSeqNewMarker
alCSeqSetLoc
alCSeqGetLoc
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Nintendo® Confidential
Warning: all information in this document is confidential and covered by a non-disclosure agreement. You are responsible for keeping this information confidential and protected. Nintendo will vigorously enforce this responsibility.
Copyright © 1998
Nintendo of America Inc. All rights reserved Nintendo and N64 are registered trademarks of Nintendo
Last Updated April, 1999
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