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alSeqPlayer
Syntax
#include <libaudio.h>
void alSeqpNew(ALSeqPlayer *seqp, ALSeqpConfig *config);
void alSeqpDelete(ALSeqPlayer *seqp);
void alSeqpSetSeq(ALSeqPlayer *seqp, ALSeq *seq);
ALSeq *alSeqpGetSeq(ALSeqPlayer *seqp);
void alSeqpSetBank(ALSeqPlayer *seqp, ALBank *b);
s32 alSeqpGetState(ALSeqPlayer *seqp);
void alSeqpPlay(ALSeqPlayer *seqp);
void alSeqpStop(ALSeqPlayer *seqp);
void alSeqpSetTempo(ALSeqPlayer *seqp, s32 tempo);
s32 alSeqpGetTempo(ALSeqPlayer *seqp);
s16 alSeqpGetVol(ALSeqPlayer *seqp);
void alSeqpSetVol(ALSeqPlayer *seqp, s16 vol);
void alSeqpSetChlProgram(ALSeqPlayer *seqp, u8 chan, u8 prog);
s32 alSeqpGetChlProgram(ALSeqPlayer *seqp, u8 chan);
void alSeqpSetChlFXMix(ALSeqPlayer *seqp, u8 chan, u8 fxmix);
u8 alSeqpGetChlFXMix(ALSeqPlayer *seqp, u8 chan);
void alSeqpSetChlVol(ALSeqPlayer *seqp, u8 chan, u8 vol);
u8 alSeqpGetChlVol(ALSeqPlayer *seqp, u8 chan);
void alSeqpSetChlPan(ALSeqPlayer *seqp, u8 chan, ALPan pan);
ALPan alSeqpGetChlPan(ALSeqPlayer *seqp, u8 chan);
void alSeqpSetChlPriority(ALSeqPlayer *seqp, u8 chan, u8 priority);
u8 alSeqpGetChlPriority(ALSeqPlayer *seqp, u8 chan);
void alSeqpSendMidi(ALSeqPlayer *seqp, s32 ticks, u8 status, u8
byte1, u8 byte2);
void alSeqpLoop(ALSeqPlayer *seqp, ALSeqMarker *start, ALSeqMarker *end, s32 count);
Explanation
The Nintendo 64 Audio Library supports the playback of MIDI sequences by using
either the Type 0 MIDI Sequence Player (the routines begin with alSeqp)
or the Compressed MIDI Sequence Player (the routines begin with alCSP).
This page details the Type 0 MIDI Sequence Player. For details of the
Compressed MIDI Sequence Player, see the page for alCSeqPlayer. The two MIDI players differ in their handling of loops and their compression of data. Details are discussed in the Audio Library and Audio Formats sections of the Nintendo 64 Programming Manual.
The sequence player handles the playback of the sequence, but the actual
sequence data is handled by a Sequence (see alSeq).
To use the Sequence Player, you must first initialize an ALSeqPlayer
structure to represent it. To do this, call alSeqpNew.
After initializing the ALSeqPlayer structure, you must set the bank and the sequence by calling alSeqpSetBank and alSeqpSetSeq respectively.
To start the sequence player playing, call alSeqpPlay. To stop the
sequence player, call alSeqpStop. The sequence player can only have one target sequence at a time. You must stop a sequence before setting and
playing a new sequence. You should not attempt to switch banks while a
sequence is playing. You can use the alCSPGetSeq function to determine if the
sequence player is fully stopped. When you call alSeqpStop, all
processing of the sequence stops and all notes are turned off.
When a sequence is stopped, it will not rewind. It remains pointing
to its current location. This allows you to restart a sequence from where
it was stopped by calling alSeqpPlay. Sustained notes that were cut
off by a call to alSeqpStop are not restarted, only new notes are processed.
If you want to rewind the sequence or relocate to another point in the
sequence, you can create an ALSeqMarker at the desired location by calling alSeqNewMarker, and then call alSeqSetLoc to rewind or relocate the sequence. Note that these calls do not affect the channel playback state, so make sure that the channel arguments (such as program, volume, pan, and so on) are set to appropriate values for the given sequence location.
You can set channel arguments by calling individual functions or by sending
the appropriate MIDI data in a call to alSeqpSendMidi. Music can be created in
real time and played back by calling alSeqpSendMidi.
A single loop can be created by calling alSeqpLoop; however, you must first create
and set a beginning and an ending loop. Looping of individual tracks is not
supported by the sequence player. For more involved looping. see the
compressed MIDI sequence player (alCSeqPlayer) routine.
See Also
alSeq
alSeqpNew
alSeqpDelete
alSeqpPlay
alSeqpStop
alSeqpSendMidi
alSeqpSetBank
alSeqpSetSeq
alSeqpGetSeq
alSeqpSetTempo
alSeqpGetTempo
alSeqpSetVol
alSeqpGetVol
alSeqpSetChlProgram
alSeqpGetChlProgram
alSeqpSetChlFXMix
alSeqpGetChlFXMix
alSeqpSetChlPan
alSeqpGetChlPan
alSeqpSetChlVol
alSeqpGetChlVol
alSeqpSetChlPriority
alSeqpGetChlPriority
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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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