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-/* _______ ____ __ ___ ___
- * \ _ \ \ / \ / \ \ / / ' ' '
- * | | \ \ | | || | \/ | . .
- * | | | | | | || ||\ /| |
- * | | | | | | || || \/ | | ' ' '
- * | | | | | | || || | | . .
- * | |_/ / \ \__// || | |
- * /_______/ynamic \____/niversal /__\ /____\usic /| . . ibliotheque
- * / \
- * / . \
- * howto.txt - How To Use DUMB. / / \ \
- * | < / \_
- * See readme.txt for general information on | \/ /\ /
- * DUMB and how to set it up. \_ / > /
- * | \ / /
- * | ' /
- * \__/
- */
-
-
-********************
-*** Introduction ***
-********************
-
-
-Welcome to the DUMB How-To! It is assumed here that you have already set DUMB
-up on your system, with or without Allegro. If not, please see readme.txt.
-
-
-*********************************
-*** Adding music to your game ***
-*********************************
-
-
-These instructions will help you add a piece of music to your game, assuming
-your music is stored in a stand-alone IT, XM, S3M or MOD file. If you wish to
-use a different method (such as putting the music file in an Allegro
-datafile), please follow these instructions first, test your program, and
-then follow the instructions further down for adapting your code.
-
-
-1. You need to include DUMB's header file. If you have Allegro, add the
- following line to the top of your source file (or at the top of each file
- where you wish to use DUMB):
-
- #include <aldumb.h>
-
- If you do not have Allegro or do not wish to use it, use dumb.h instead.
-
-
-2. You need to link with DUMB's library file or files. If you are compiling
- with GCC from a command line on any platform, you need to add the
- following to the command line:
-
- If you are using Allegro: -laldmd -ldumbd
- If you are not using Allegro: -ldumbd
-
- If you are using MSVC from the command line:
-
- If you are using Allegro: /link aldmd.lib dumbd.lib
- If you are not using Allegro: /link dumbd.lib
-
- With MSVC, you must also add /MD to the command line when compiling (not
- when linking).
-
- Note that -laldmd or aldmd.lib must PRECEDE alleg.lib, -lalleg_s,
- `allegro-config --libs`, or whatever you are already using to link with
- Allegro. For MSVC users, the /MD flag selects the multithreaded DLL
- implementation of the standard libraries; since DUMB is statically linked,
- you have to use the same library DUMB uses. You would also need this flag
- to link statically with Allegro; if you already have it, there's no need
- to put it twice.
-
- (If anyone would like to contribute instructions for doing the above using
- MSVC's IDE, please contact me. Contact details are at the end of this
- file.)
-
- If you are using RHIDE, go to Options -> Libraries. You will need to type
- 'aldmd' and 'dumbd' in two boxes, making sure 'aldmd' comes above whatever
- you are using to link with Allegro (or just put 'dumbd' if you are not
- using Allegro). Make sure the box next to each of these libraries is
- checked.
-
- The above are the debugging libraries. It is VERY HIGHLY RECOMMENDED that
- you use the debugging libraries at first. The reason is as follows.
- Although DUMB is supposedly robust against corrupt music files and things
- like lack of memory, it will NOT tolerate programmer error. If you write
- faulty code, DUMB will probably crash rather than returning an error code
- for you. However, the debugging libraries will abort in many cases,
- enabling you to find out what the cause is.
-
- Once your program is up and running reliably, you can replace 'aldmd' with
- 'aldmb' and 'dumbd' with 'dumb'. Don't forget to do this, or DUMB will be
- a lot slower than it should be!
-
-
-3. As you use DUMB, it may claim system resources (memory in particular). You
- will need to arrange for these resources to be freed at the end. Doing so
- is very easy. Simply write the following line at the top of your main
- function, but below allegro_init() if you are using Allegro:
-
- atexit(&dumb_exit);
-
- This arranges for the function dumb_exit() to be called when your program
- exits; you do not need to call dumb_exit() yourself. This method is
- preferable to calling dumb_exit() manually, as it will free resources even
- if your program aborts unexpectedly.
-
- If you are happy with this, please skip ahead to Step 4. If you are
- interested in alternative methods, read on, but read on carefully.
-
- In fact it mostly doesn't matter where you put the above atexit() line,
- provided it gets called only once, and before you do anything with DUMB.
- If you are using DUMB with Allegro, it is recommended that you write the
- functions in this order:
-
- allegro_init();
- atexit(&dumb_exit);
-
- And then you must NOT call allegro_exit() yourself (because it has to be
- called after dumb_exit()). Alternatively, if you prefer not to use
- atexit() (or you cannot), you will have to do the following before
- exiting:
-
- dumb_exit();
- allegro_exit();
-
-
-4. DUMB does not automatically know how to open files. If you are loading
- stand-alone files, you have to tell it how to open them. Don't worry, it's
- easy. Simply call the following function near the beginning of your
- program, after your atexit() call:
-
- dumb_register_stdfiles();
-
- Once you've done this, a stdio FILE will be opened each time DUMB wants to
- open a file (specifically, when dumbfile_open() is called). If you are
- using Allegro and would rather DUMB used PACKFILEs, call the following
- function instead:
-
- dumb_register_packfiles();
-
- In the latter case, DUMB will be affected by any password you set with
- packfile_password() in the same way that other PACKFILEs are.
-
- Note that the procedure for loading datafiles with embedded music is
- independent of these two functions; even if you will be loading datafiles,
- you can use either of these functions. dumb_register_stdfiles() will
- probably be faster. If you are only ever going to load datafiles and never
- stand-alone files, you can actually leave this step out; but I would
- recommend you put this in, test your code with a stand-alone file, then
- follow the instructions in the next section in order to adapt your code to
- use the datafile (the instructions will remind you that you can remove the
- function call).
-
-
-5. If you are using Allegro, you will have to initialise Allegro's sound
- system. In most cases the following line will do the job:
-
- install_sound(DIGI_AUTODETECT, MIDI_NONE, NULL);
-
- Put this line after allegro_init(). See Allegro's documentation if you
- want to initialise a MIDI driver too.
-
-
-6. All pieces of music are stored in memory in DUH structs. To handle these,
- you must define pointers to them. Such pointers look like this:
-
- DUH *myduh;
-
- You can of course replace 'myduh' with anything you like. If you are
- unfamiliar with pointers, please see ptr.txt. It is very important that
- you understand these if you wish to use DUMB correctly.
-
- You do not have direct access to the contents of a DUH struct, because
- they are liable to change. It is hoped that DUMB's functions will provide
- everything you need; if you need something else, please let me know and I
- shall see what I can do. Contact details are at the end of this file.
-
- Given the above definition, you can load a piece of music using one of the
- following lines, depending on what file format you want to load:
-
- myduh = dumb_load_it_quick("a_one.it");
- myduh = dumb_load_xm_quick("a_two.xm");
- myduh = dumb_load_s3m_quick("a_one_two.s3m");
- myduh = dumb_load_mod_quick("three_four.mod");
-
- You can use relative or absolute paths as normal. You should always use
- forward slash (/), not backslash (\), when coding in C and similar
- languages.
-
- There are non-"quick" versions of the functions too; for information on
- what this means, please see dumb.txt.
-
- Every piece of music you load must be unloaded when you've finished with
- it. When you type the above line in, it is good practice to type the
- following line in at the same time, but put it at the end of the program:
-
- unload_duh(myduh);
-
- You will now be able to use the DUH struct anywhere in between the two
- lines you just added. There is no need to check the return value; if the
- DUH failed to load for one reason or another (this could be due to lack of
- memory as well as the file not being there), then DUMB will do nothing -
- safely.
-
-
-7. From this step onwards, it will be assumed you're using Allegro. If not,
- please read these steps anyway, and then see the section entitled
- "Rendering music into a buffer". You will have to write your own playback
- code using whatever sound output system is available. Alternatively you
- may like to write data to a file (especially if you have a module that
- consumes a lot of processor time).
-
- In order to play the DUH you loaded, you need to define a pointer to an
- AL_DUH_PLAYER struct:
-
- AL_DUH_PLAYER *dp;
-
- Two of the functions you will need are prototyped as follows:
-
- AL_DUH_PLAYER *al_start_duh(DUH *duh, int n_channels, long pos,
- float volume, long bufsize, int freq);
-
- void al_stop_duh(AL_DUH_PLAYER *dp);
-
- As you can see, al_start_duh() returns a pointer to an AL_DUH_PLAYER
- struct when you call it. You then pass this pointer to all the other
- functions. Again, if it is a NULL pointer for whatever reason (usually
- lack of memory), DUMB will safely do nothing. When you call al_stop_duh(),
- the pointer becomes invalid and you should not use it again; if there's
- any risk of the pointer being used again, it is wise to set it to NULL at
- this point. You can reassign the variable with a new call to
- al_start_duh() of course.
-
- Set 'n_channels' to 1 or 2 for mono or stereo respectively. Note that this
- parameter has nothing to do with the number of samples that can play at
- once in a music module. Set 'pos' to 0 to play from the beginning; each
- time you add 65536, you will have advanced one second into the piece. (If
- you use the non-"quick" loaders, seeking like this will be faster.) As a
- general rule, set the volume to 1.0f and adjust it later if the music is
- too loud or too quiet - but see Allegro's set_volume_per_voice() function
- first.
-
- 'bufsize' can generally be set to 4096. If your music stutters, try
- increasing it; if your game freezes periodically, try reducing it. Find a
- happy medium. Set 'freq' to 48000 for the best quality, though 44100 will
- do in most cases. 22050 will be fine for a lot of music, though 11025 may
- sound muffled. You can choose any other value, higher, lower or in
- between. If your music stutters, and increasing 'bufsize' doesn't fix it,
- try reducing this value.
-
- Once you have put in a call to al_start_duh(), it is good practice to
- insert the call to al_stop_duh() at the same time. You must call
- al_stop_duh() before the DUH is unloaded (unload_duh(), Step 6 above).
-
- Don't get impetuous, your program is not ready yet! Proceed to Step 8.
-
-
-8. DUMB does not play music in the background for you; if you were expecting
- it to do so, please see the explanation at the end of this step. For your
- music to be played, you have to call another function at regular
- intervals. Here is its prototype:
-
- int al_poll_duh(AL_DUH_PLAYER *dp);
-
- Do NOT call this function from inside a timer function unless you really
- know what you are doing. The reasons why this is bad are explained
- further down. You should call it from your main program.
-
- Simply writing the following line will be sufficient in general, if you
- have a variable 'dp' that points to your AL_DUH_PLAYER struct.
-
- al_poll_duh(dp);
-
- As a general rule, calling this once for each logic update will do the
- trick. If, however, you are executing time-consuming algorithms such as
- software 3D rendering, you may wish to insert calls to this function in
- the middle of those algorithms. You cannot call this function too often
- (within reason); if it has nothing to do it will return immediately.
-
- Exactly how often you need to call the function depends on the values for
- 'bufsize' and 'freq' that you passed to al_start_duh():
-
- n = freq / bufsize;
-
- You have to call al_poll_duh() at least n times a second. Do not hesitate
- to call it more often for safety; if the sound stutters, you may need to
- do just that. (Or you may need to increase the buffer size or reduce the
- quality settings; the only way to find out is to try.)
-
- For now, don't worry about al_poll_duh()'s return value. As soon as you
- need it, it will be explained.
-
- If you are happy, please skip to Step 9. If you were expecting DUMB to
- play your music in the background, please read on.
-
- The natural way to play music in the background on most operating systems
- nowadays is to use threads. DOS was not built with multithreading in mind,
- and its system operations (notably disk access) assume they will only be
- used from a single thread.
-
- Interrupts are the next best thing to threads. A DOS hardware interrupt
- could be triggered at any moment, and a handler function will be called.
- This is how Allegro's timer functions work. Unfortunately, what you can do
- inside an interrupt handler is very limited. For one thing, all code and
- data used by the handler must be locked in memory; if not, it could get
- written to disk (virtual memory). If the main program was accessing the
- disk when it got interrupted, the system would then die a horrible death.
- This precludes the possibility of allocating extra memory inside the
- handler, and DUMB does a lot of that in al_poll_duh().
-
- Given DUMB's architecture, which cannot change for reasons which will
- become apparent in future versions, this renders it impossible to come up
- with a portable solution for making DUMB play music in the background.
- Having said that, if you wish to write your own wrapper for al_poll_duh()
- and use it in a thread, there is nothing stopping you. If you do do this,
- you will have to be very careful when stopping the music; see the
- description of al_poll_duh() in dumb.txt for more information.
-
- So why not remove DOS support from DUMB? It is all too common a practice
- among programmers to quote the phrase, "DOS is as dead as the dodo."
- Despite being a decidedly derisible demonstation of the dreary device of
- alliteration, it shows a distinct lack of experience. Many embedded
- systems still use DOS because it provides hardware access capabilities and
- real-time possibilities unparalleled by any current multitasking operating
- system. For an argument closer to home, I used to use RHIDE for DOS before
- I switched to Linux, and I have not found a single Freeware Windows IDE
- that measures up to RHIDE. I'm sure many people are in the same boat, and
- really appreciate DUMB's DOS port.
-
- That, and the fact that you don't have to use the DOS support just because
- it is there. Shame on you for not thinking this through. :)
-
- We will not be removing DOS support from DUMB. Any blind suggestions to do
- so will be met with fiery flames. You have been warned.
-
-
-9. Test your program!
-
- If you have trouble, check through the above steps to make sure you didn't
- miss one out. Refer to faq.txt to see if your problem is addressed there.
- If you still have trouble, contact me; details are at the end of this
- file.
-
-
-**********************************
-*** Controlling music playback ***
-**********************************
-
-
-Here I describe some common operations you may wish to perform. The method
-for doing so will seem a bit strange sometimes, as will the names of the
-structs. However, there is a reason behind everything. If you would like to
-do more exotic things, or better understand some of the methods used here,
-then see dumb.txt, which covers everything from the ground up.
-
-
-To control playback quality:
-
- #define DUMB_RQ_ALIASING
- #define DUMB_RQ_LINEAR
- #define DUMB_RQ_CUBIC
- #define DUMB_RQ_N_LEVELS
- extern int dumb_resampling_quality;
- extern int dumb_it_max_to_mix;
-
- Please note that dumb_resampling_quality was changed in DUMB v0.9.2. See
- deprec.txt for more details on the change.
-
- dumb_resampling_quality can be set to any of the DUMB_RQ_* constants
- (except DUMB_RQ_N_LEVELS; see below). Resampling is the term given to the
- process of adjusting a sample's pitch (in this context).
- dumb_resampling_quality defaults to DUMB_RQ_CUBIC, which sounds nice but
- may take too much processor power on slower systems. Try reducing it if
- you have an older computer (less than 300 MHz) or if you are trying to mix
- an insane number of samples (or both!). See dumb.txt for details on what
- the different values actually do.
-
- If you wish to give this option to your user, you can use
- DUMB_RQ_N_LEVELS. All the values from 0 to DUMB_RQ_N_LEVELS - 1 will be
- valid resampling levels. If a value outside this range is chosen, it is
- not the end of the world; DUMB will behave as if you had chosen the value
- at whichever extreme you went beyond.
-
- dumb_it_max_to_mix, defaulting to 64, is the maximum number of samples
- DUMB will ever mix together when playing an IT, XM, S3M or MOD file.
- Unlike many other music systems, DUMB will still keep track of all samples
- (up to a fixed maximum of 256 of them, roughly speaking), and then will
- just render as many of them as this variable permits, starting with the
- loudest ones. When samples are cut or come back in, the exact timings will
- not generally be predictable - but it is hoped this will not be important!
-
- dumb_it_max_to_mix applies to each currently playing module file
- independently. So if you set it to 64, but render two modules
- simultaneously, DUMB could end up mixing up to 128 samples.
-
-
-To pause and resume playback, set the volume, get the current playback
-position, or get the length of time a DUH will play for before either looping
-or freezing (effect F00 in XM and MOD files, which means no new notes will be
-played but any existing notes will continue):
-
- void al_pause_duh(AL_DUH_PLAYER *dp);
- void al_resume_duh(AL_DUH_PLAYER *dp);
- void al_duh_set_volume(AL_DUH_PLAYER *dp, float volume);
- long al_duh_get_position(AL_DUH_PLAYER *dp);
-
- long duh_get_length(DUH *duh);
-
- These functions are pretty self-explanatory. The volume passed to
- al_duh_set_volume() and the position returned by al_duh_get_position() are
- in the same units as those you passed to al_start_duh(). Be careful with
- al_duh_get_position(); it will return a position slightly ahead of what
- you can hear, because the system has to keep ahead slightly to avoid
- stuttering.
-
- duh_get_length() returns the playback length, in the same units as the
- aforementioned position, but beware: the length will not be known if you
- have used the "quick" loader functions, and this function will return -1.
- If you want to calculate the length later, use
- dumb_it_do_initial_runthrough(). See dumb.txt for more information.
-
-
-To prevent the music from looping and/or freezing:
-
- DUH_SIGRENDERER *al_duh_get_sigrenderer(AL_DUH_PLAYER *dp);
- DUMB_IT_SIGRENDERER *duh_get_it_sigrenderer(DUH_SIGRENDERER *sigrenderer);
-
- void dumb_it_set_loop_callback(DUMB_IT_SIGRENDERER *sigrenderer,
- int (*callback)(void *data), void *data);
- void dumb_it_set_xm_speed_zero_callback(DUMB_IT_SIGRENDERER *sigrenderer,
- int (*callback)(void *data), void *data);
-
- int dumb_it_callback_terminate(void *data);
-
- If you are unfamiliar with function pointers, please see fnptr.txt.
-
- Note that these functions apply to IT, XM, S3M and MOD files - not just to
- IT files. This holds true throughout DUMB, for all functions with "it" in
- the name. The xm_speed_zero event can only occur with XM and MOD files.
-
- The first two functions will return a pointer to a struct contained by the
- struct you pass. This system is necessary to ensure that these operations
- are possible when not using Allegro. Typically you would write the
- following code:
-
- {
- DUH_SIGRENDERER *sr = al_duh_get_sigrenderer(dp);
- DUMB_IT_SIGRENDERER *itsr = duh_get_it_sigrenderer(sigrenderer);
- dumb_it_set_loop_callback(itsr, &dumb_it_callback_terminate, NULL);
- dumb_it_set_xm_speed_zero_callback
- (itsr, &dumb_it_callback_terminate, NULL);
- }
-
- Once you have done this, the return value of al_poll_duh() becomes
- significant. It will be 0 as long as the music is playing. When the music
- stops, al_poll_duh() will return nonzero. You can call al_stop_duh() and
- do something else as soon as you wish, but calling al_poll_duh() some more
- will not do any harm.
-
- al_poll_duh() will also return 1 if the music could not be loaded, or if
- memory was short when trying to play it, or if it was a quirky music file
- with no music in it (technically one with an empty order list). This
- happens regardless of whether or not you execute the above code to disable
- looping. Normally you shouldn't need to worry about this.
-
- To undo the above and make DUMB loop or freeze again, pass NULL instead of
- &dumb_it_callback_terminate. If you would like to fade on looping, or loop
- a finite number of times, or display a message when looping, or whatever,
- you will have to write your own callback function. In this case, please
- see dumb.txt.
-
- Note that the above code can safely be applied for a DUH that doesn't
- contain a music module but contains some other kind of music.
- duh_get_it_sigrenderer() will return NULL, and the code will do nothing.
-
-
-To analyse the audio as it is generated:
-
- typedef int sample_t;
-
- typedef void (*DUH_SIGRENDERER_SAMPLE_ANALYSER_CALLBACK)(void *data,
- const sample_t *const *samples, int n_channels, long length);
-
- void duh_sigrenderer_set_sample_analyser_callback(
- DUH_SIGRENDERER *sigrenderer,
- DUH_SIGRENDERER_SAMPLE_ANALYSER_CALLBACK callback, void *data);
-
- If the above confuses you, see fnptr.txt. These functions, along with
- al_duh_get_sigrenderer() from the last section, enable you to register a
- callback function. Every time some samples are generated, they will be
- passed to this function. This enables you to display an oscilloscope or
- spectrum analyser, for example.
-
- Beware: your callback function may occasionally be called with
- samples == NULL. This means the main program has decided to skip through
- the music without generating any data. You should handle this case
- elegantly, typically by returning immediately, but you may wish to make a
- note of the fact that the music is being skipped, for whatever reason.
-
- Beware again: if the main program ever calls
- duh_sigrenderer_generate_samples() on a buffer that isn't all silence,
- this callback function will be passed the existing buffer after mixing,
- and thus it will include the original data. This will not be an issue if
- you stick to duh_render(), which always starts with a buffer filled with
- silence.
-
- The samples array is two-dimensional, but the first index will always be 0
- for mono and stereo sound. Refer to it as follows:
-
- n_channels == 1: samples[0][sample_position]
- n_channels == 2: samples[0][sample_position*2+channel_number]
-
- where 0 <= channel_number < n_channels,
- and 0 <= sample_position < length.
-
- There is a more thorough explanation in dumb.txt.
-
- In addition you can pass any 'data' pointer you like to
- duh_sigrenderer_set_sample_analyser_callback(), and this pointer will be
- relayed to your callback function each time.
-
- To remove the callback function, pass NULL to
- duh_sigrenderer_set_sample_analyser_callback().
-
-
-Everything below this point assumes some knowledge of how a music module is
-constructed. If you do not have this knowledge, talk to whoever is writing
-music for you, or download a tracking program and play with it (see
-readme.txt).
-
-
-To start playing an IT, XM, S3M or MOD from an arbitrary order number (the
-default being 0, the beginning of the song), use the following:
-
- DUH_SIGRENDERER *dumb_it_start_at_order
- (DUH *duh, int n_channels, int startorder);
- AL_DUH_PLAYER *al_duh_encapsulate_sigrenderer
- (DUH_SIGRENDERER *sigrenderer, float volume, long bufsize, int freq);
-
- The usage of these functions is as follows:
-
- {
- DUH_SIGRENDERER *sr = dumb_it_start_at_order
- (duh, n_channels, startorder);
- dp = al_duh_encapsulate_sigrenderer(sr, volume, bufsize, freq);
- if (!dp) duh_end_sigrenderer(sr);
- }
-
- Replace 'dp' with whatever your AL_DUH_PLAYER pointer is. You also need
- to insert suitable values for n_channels, startorder, volume, bufsize and
- freq. These have the same meaning as those passed to al_start_duh().
-
- Whenever you call al_duh_encapsulate_sigrenderer(), be sure to check the
- return value. If an AL_DUH_PLAYER was returned, then the encapsulated
- DUH_SIGRENDERER will be destroyed when you destroy the AL_DUH_PLAYER. If
- not, you will have to destroy the DUH_SIGRENDERER yourself. The above code
- includes this check.
-
- The above functions will fail (safely) if you try to use them with a DUH
- that contains a different type of music. No music will play.
-
- Notice that there is no 'pos' parameter. If you would like to skip through
- the music, you can use this function:
-
- long duh_sigrenderer_generate_samples(
- DUH_SIGRENDERER *sigrenderer,
- float volume, float delta,
- long size, sample_t **samples
- );
-
- Pass 0 for volume and NULL for samples, and this function will skip
- through the music nice and quickly. So insert the following between the
- two above statements:
-
- duh_sigrenderer_generate_samples(sr, 0, 65536.0f / freq, pos, NULL);
-
- Substitute for 'freq' and 'pos'. An explanation of the 'delta' parameter
- can be found further down in this file.
-
- Finally, note that duh_get_length() is only meaningful when you start
- playing music from order 0.
-
-
-If an IT file contains Zxx effects, DUMB will generate MIDI messages, which
-will control the low-pass resonant filters unless the IT file actively
-specifies something else. In rare cases this may not be what the Zxx effects
-were intended to do; if this is the case, you can block the MIDI messages as
-follows. Note that this does NOT mean filters are disabled; if an instrument
-specifies initial cut-off and resonance values, or has a filter envelope,
-then filters will be applied. It only makes sense to use this procedure at
-the beginning of playback.
-
- void dumb_it_set_midi_callback(DUMB_IT_SIGRENDERER *sigrenderer,
- int (*callback)(void *data, int channel, unsigned char byte),
- void *data);
-
- int dumb_it_callback_midi_block(void *data, int channel,
- unsigned char byte);
-
- Using some functions described in the previous section, we arrive at the
- following code:
-
- {
- DUH_SIGRENDERER *sr = al_duh_get_sigrenderer(dp);
- DUMB_IT_SIGRENDERER *itsr = duh_get_it_sigrenderer(sigrenderer);
- dumb_it_set_midi_callback(itsr, &dumb_it_callback_midi_block, NULL);
- }
-
-DUMB offers no way of disabling filters completely. Disabling filters is not
-recommended as a means to reduce processor usage, as it will completely
-damage any piece of music that uses the filters. If you want lower processor
-consumption, use a piece of music that does not use filters.
-
-
-Finally, DUMB offers a myriad of functions for querying and adjusting
-module playback. Those beginning with "dumb_it_sd" operate on the
-DUMB_IT_SIGDATA struct, which represents the piece of music before it starts
-to play. Those beginning with "dumb_it_sr" operate on the DUMB_IT_SIGRENDERER
-struct, which represents a currently playing instance of the music. Note that
-duh_get_length(), described above, becomes meaningless after some of these
-functions are used, although you can correct this by calling
-dumb_it_build_checkpoints() again.
-
-The method for getting a DUMB_IT_SIGRENDERER struct has already been given,
-but the function prototypes are repeated here for convenience:
-
- DUH_SIGRENDERER *al_duh_get_sigrenderer(AL_DUH_PLAYER *dp);
- DUMB_IT_SIGRENDERER *duh_get_it_sigrenderer(DUH_SIGRENDERER *sigrenderer);
-
-Getting a DUMB_IT_SIGDATA struct is simpler:
-
- DUMB_IT_SIGDATA *duh_get_it_sigdata(DUH *duh);
-
-For a list of dumb_it_sd_*() and dumb_it_sr_*() functions, please see
-dumb.txt. These functions are new, and may not provide exactly what you need;
-if not, please let me know.
-
-
-**************************************************
-*** Embedding music files in Allegro datafiles ***
-**************************************************
-
-
-In this section it is assumed you are already reasonably familiar with how
-Allegro datafiles are used. If not, please refer to Allegro's documentation.
-At the time of writing, the documentation you need is off the beaten track,
-so to speak, in allegro/tools/grabber.txt.
-
-To add a piece of music to a datafile, you need to create an object of type
-"IT ", "XM ", "S3M " or "MOD " (note the spaces used as padding, although
-you do not need to type these into the grabber). Then grab the piece of music
-in. The grabber will treat it as a binary object. Save the datafile as usual.
-
-
-To use a piece of music you added to the datafile, follow these steps:
-
-
-1. Before loading the datafile, call one or more of these functions,
- depending on which music format or formats you'd like to support:
-
- dumb_register_dat_it_quick(DUMB_DAT_IT);
- dumb_register_dat_xm_quick(DUMB_DAT_XM);
- dumb_register_dat_s3m_quick(DUMB_DAT_S3M);
- dumb_register_dat_mod_quick(DUMB_DAT_MOD);
-
- There are non-"quick" versions too.
-
- Remember, do not call multiple functions unless you want to support
- multiple formats. Calling more functions will add unused code to your
- executable.
-
- It is important that you call these before loading the datafile, since
- they tell Allegro how to load the respective files straight from datafiles
- in the future. They will not help Allegro interpret any module files that
- have already been loaded as binary objects. If you ever need to interpret
- a module that has been loaded in this fashion, have a look at
- dumbfile_open_memory() in dumb.txt.
-
- If for whatever reason your music objects are identified by a different
- type in the datafile, you can tell DUMB what that type is by changing the
- parameter to the registration function above. Use Allegro's DAT_ID()
- macro, e.g. DAT_ID('B','L','A','H'). This is not really recommended
- though, since it would prevent a hypothetical grabber plug-in from being
- able to play your music files. Use the above types if possible.
-
-
-2. Whenever you need a pointer to a DUH struct, simply use the 'dat' field.
- Do this in the same way you would for a pointer to a BITMAP struct or
- anything else. If it makes you feel more comfortable, you can extract the
- pointer in advance:
-
- DATAFILE *dat = load_datafile("smurf.dat");
- if (!dat) abort(); /* There are much nicer ways of handling failure! */
- DUH *myduh = (DUH *)dat[GAME_MUSIC].dat;
-
- The explicit (DUH *) cast is only necessary for C++, not for C. However,
- it does no harm.
-
- Be sure that you do NOT call unload_duh() for anything stored in the
- datafile. These DUHs will be freed when you call unload_datafile(), and
- freeing them twice is practically guaranteed to crash your program. (But
- do call unload_duh() if you have used dumbfile_open_memory().)
-
-
-3. If you only ever load music as part of a datafile, and you never load any
- stand-alone music files, you do not need to register a file input system
- for DUMB to use. If you followed the instructions for the first section
- you will have one of these two lines in your program:
-
- dumb_register_stdfiles();
- dumb_register_packfiles();
-
- You can safely delete this line - but only if you never load any
- stand-alone music files. The debugging library will bale you out if you
- delete it when you shouldn't; the optimised library won't.
-
-
-*************************************
-*** Rendering music into a buffer ***
-*************************************
-
-
-NOTE: much of the API formerly described in this section has been deprecated,
- and you will need to alter your code. See deprec.txt for details. If
- you are reading this section for the first time, you can ignore this
- note.
-
-Rendering to a buffer is similar to playing using an AL_DUH_PLAYER. However,
-you must use a DUH_SIGRENDERER struct instead. Here are the functions:
-
- DUH_SIGRENDERER *duh_start_sigrenderer
- (DUH *duh, int sig, int n_channels, long pos);
-
- int duh_sigrenderer_get_n_channels(DUH_SIGRENDERER *sigrenderer);
- long duh_sigrenderer_get_position(DUH_SIGRENDERER *sigrenderer);
-
- long duh_sigrenderer_generate_samples(DUH_SIGRENDERER *sigrenderer,
- float volume, float delta, long size, sample_t **samples);
-
- void duh_sigrenderer_get_current_sample(DUH_SIGRENDERER *sigrenderer,
- float volume, sample_t *samples);
-
- long duh_render(DUH_SIGRENDERER *sigrenderer,
- int bits, int unsign, float volume, float delta, long size, void *sptr);
-
- void duh_end_sigrenderer(DUH_SIGRENDERER *sigrenderer);
-
-The parameters to duh_start_sigrenderer() have the same meanings as those to
-al_start_duh(). However, note that the volume is not set at this stage. You
-pass the desired volume each time you want to render a block. The 'sig'
-parameter should be set to 0 for now.
-
-Notice that there are two rendering functions.
-duh_sigrenderer_generate_samples() will generate samples in the internal
-32-bit format, with a normal range from -0x800000 to 0x7FFFFF; duh_render()
-will convert to 8 or 16 bits, signed or unsigned. Both functions will
-interleave stereo samples, left first.
-
-When you call duh_render(), pass 8 or 16 for 'bits'. If you pass 8, 'sptr' is
-expected to be an array of chars. If you pass 16, 'sptr' is expected to be an
-array of shorts. Endianness therefore depends on the platform, and you should
-not try to interpret 16-bit wave data as an array of chars (unless you're
-writing highly system-specific code anyway). Because DUMB renders internally
-with 32 bits, there is no significant speed increase in rendering an 8-bit
-stream.
-
-If you are rendering in stereo, make sure your 'sptr' array is twice as big!
-
-If you set 'unsign' to a nonzero value, then the samples generated will be
-centred on 0x80 or 0x8000, suitably stored in an array of unsigned chars or
-unsigned shorts. If 'unsign' is zero, the samples will be centred on 0,
-suitably stored in an array of signed chars or signed shorts. Note that 8-bit
-WAV files are unsigned while 16-bit WAV files are signed. This convention was
-used by the SoundBlaster 16 when receiving samples to be sent to the
-speakers. If you wish to write 16-bit sample data to a WAV file, don't use
-fwrite(); instead, take the shorts one at a time, split them up into chars as
-follows, and write the chars to the file.
-
- short sptr[n];
- char lsb = (char)sptr[n];
- char msb = (char)(sptr[n] >> 8);
-
-For a 16-bit WAV file, write the LSB (less significant byte) first.
-
-The following applies equally to duh_render() and
-duh_sigrenderer_generate_samples(), except where otherwise stated.
-
-If you set 'delta' to 1.0f, the sound generated will be suitable for playback
-at 65536 Hz. Increasing 'delta' causes the wave to speed up, given a constant
-sampling rate for playback. Supposing you want to vary the playback sampling
-rate but keep the pitch constant, here's the equation for 'delta':
-
- delta = 65536.0f / sampling_rate;
-
-'size' is the number of samples you want rendered. For duh_render(), they
-will be rendered into an array which you pass as 'sptr'. Note that stereo
-samples count as one; so if you set n_channels to 2, your array must contain
-(2 * size) elements.
-
-For duh_sigrenderer_generate_samples() you will have to use the following
-functions:
-
- sample_t **allocate_sample_buffer(int n_channels, long length);
- void destroy_sample_buffer(sample_t **samples);
-
- void dumb_silence(sample_t *samples, long length);
-
-allocate_sample_buffer() allocates the buffers sequentially in memory in the
-hypothetical future case where there are more than two channels, so the
-following technique is valid and officially supported:
-
- sample_t **samples = allocate_sample_buffer(n_channels, length);
- dumb_silence(samples[0], n_channels * length);
-
-It is necessary to fill the buffer with silence like this because
-duh_sigrenderer_generate_samples() mixes what it renders with the existing
-contents of the buffer.
-
-The return values from duh_render() and duh_sigrenderer_generate_samples()
-tell you how many samples were actually generated. In most cases, this will
-be the same as the 'size' parameter. However, if you reach the end of the DUH
-(which will happen if you disable looping or freezing as described further
-up), this function will return less. When that happens, you can assume the
-stream has finished. In the case of duh_render(), the remainder of the array
-will not have been initialised, so you either have to initialise it yourself
-or avoid using it.
-
-If for whatever reason duh_start_sigrenderer() returns NULL, then
-duh_render() and duh_sigrenderer_generate_samples() will generate exactly 0
-samples, duh_sigrenderer_get_n_channels() will return 0,
-duh_sigrenderer_get_position() will return -1, and duh_end_sigrenderer() will
-safely do nothing.
-
-duh_sigrenderer_get_current_sample() is used by the click removal algorithm.
-It simply returns the current sample without updating the position, so you
-can use it to sniff what is coming next.
-
-
-*********************
-*** Miscellaneous ***
-*********************
-
-
-Please see dumb.txt for an API reference and for information on thread safety
-with DUMB. The API reference has been stripped down, since some functions and
-variables are subject to change. If something does not appear in dumb.txt,
-please do not use it.
-
-
-******************
-*** Conclusion ***
-******************
-
-
-If you have any difficulties, or if you use DUMB successfully, please don't
-hesitate to contact me (see below).
-
-Enjoy!
-
-
-Ben Davis
-entheh@users.sf.net