This manual documents the MikMod Sound Library, version 3.3.13.
The MikMod sound library is an excellent way for a programmer to add music and sound effects to an application. It is a powerful and flexible library, with a simple and easy-to-learn API.
Besides, the library is very portable and runs under a lot of Unices, as well as under OS/2, MacOS and Windows. Third party individuals also maintain ports on other systems, including MS-DOS, and BeOS.
MikMod is able to play a wide range of module formats, as well as digital sound files. It can take advantage of particular features of your system, such as sound redirection over the network. And due to its modular nature, the library can be extended to support more sound or module formats, as well as new hardware or other sound output capabilities, as they appear.
This chapter will describe how to quickly incorporate MikMod’s power into your programs. It doesn’t cover everything, but that’s a start and I hope it will help you understand the library philosophy.
If you have a real tutorial to put here, you’re welcome ! Please send it to me...
MikMod’s sound output is composed of several sound voices which are mixed, either in software or in hardware, depending of your hardware configuration. Simple sounds, like sound effects, use only one voice, whereas sound modules, which are complex arrangements of sound effects, use several voices.
MikMod’s functions operate either globally, or at the voice level. Differences in the handling of sound effects and modules are kept minimal, at least for the programmer.
The sound playback is done by a sound driver. MikMod provides several sound drivers: different hardware drivers, and some software drivers to redirect sound in a file, or over the network. You can even add your own driver, register it to make it known by the library, and select it (this is exactly what the module plugin of xmms does).
To use MikMod in your program, there are a few steps required:
Here’s a program which meets all those conditions:
/* MikMod Sound Library example program: a skeleton */ #include <mikmod.h> main() { /* register all the drivers */ MikMod_RegisterAllDrivers(); /* initialize the library */ MikMod_Init(""); /* we could play some sound here... */ /* give up */ MikMod_Exit(); }
This program would be compiled with the following command line:
cc -o example example.c `libmikmod-config --cflags` `libmikmod-config --libs`
Although this programs produces no useful result, many things happen when you
run it. The call to MikMod_RegisterAllDrivers
registers all the drivers
embedded in the MikMod library. Then, MikMod_Init
chooses the more
adequate driver and initializes it. The program is now ready to produce sound.
When sound is not needed any more, MikMod_Exit
is used to relinquish
memory and let other programs have access to the sound hardware.
Our program is not really useful if it doesn’t produce sound. Let’s suppose you’ve got this good old module, “Beyond music”, in the file beyond music.mod. How about playing it ?
To do this, we’ll use the following code:
/* MikMod Sound Library example program: a simple module player */ #include <unistd.h> #include <mikmod.h> main() { MODULE *module; /* register all the drivers */ MikMod_RegisterAllDrivers(); /* register all the module loaders */ MikMod_RegisterAllLoaders(); /* initialize the library */ md_mode |= DMODE_SOFT_MUSIC; if (MikMod_Init("")) { fprintf(stderr, "Could not initialize sound, reason: %s\n", MikMod_strerror(MikMod_errno)); return; } /* load module */ module = Player_Load("beyond music.mod", 64, 0); if (module) { /* start module */ Player_Start(module); while (Player_Active()) { /* we're playing */ usleep(10000); MikMod_Update(); } Player_Stop(); Player_Free(module); } else fprintf(stderr, "Could not load module, reason: %s\n", MikMod_strerror(MikMod_errno)); /* give up */ MikMod_Exit(); }
What’s new here ? First, we’ve not only registered MikMod’s device driver, but also the module loaders. MikMod comes with a large choice of module loaders, each one for a different module type. Since every loader is called to determine the type of the module when we try to load them, you may want to register only a few of them to save time. In our case, we don’t matter, so we happily register every module loader.
Then, there’s an extra line before calling MikMod_Init
. We change the
value of MikMod’s variable md_mode
to tell the library that we want the
module to be processed by the software. If you’re the happy owner of a GUS-type
card, you could use the specific hardware driver for this card, but in this
case you should not set the DMODE_SOFT_MUSIC
flag.
We’ll ensure that MikMod_Init
was successful. Note that, in case of
error, MikMod provides the variable MikMod_errno
, an equivalent of
the C library errno
for MikMod errors, and the function
MikMod_strerror
, an equivalent to strerror
.
Now onto serious business ! The module is loaded with the Player_Load
function, which takes the name of the module file, and the number of voices
afforded to the module. In this case, the module has only 4 channels, so 4
voices, but complex Impulse Tracker modules can have a lot of voices (as they
can have as many as 256 virtual channels with so-called “new note actions”).
Since empty voices don’t cost time to be processed, it is safe to use a big
value, such as 64 or 128. The third parameter is the “curiosity” of the
loader: if nonzero, the loader will search for hidden parts in the module.
However, only a few module formats can embed hidden or non played parts, so
we’ll use 0 here.
Now that the module is ready to play, let’s play it. We inform the player that
the current module is module
with Player_Start
. Playback starts,
but we have to update it on a regular basis. So there’s a loop on the result
of the Player_Active
function, which will tell us if the module has
finished. To update the sound, we simply call MikMod_Update
.
After the module has finished, we tell the player its job is done with
Player_Stop
, and we free the module with Player_Free
.
MikMod is not limited to playing modules, it can also play sound effects, that is, module samples. It’s a bit more complex than playing a module, because the module player does a lot of things for us, but here we’ll get more control over what is actually played by the program. Let’s look at an example:
/* MikMod Sound Library example program: sound effects */ #include <unistd.h> #include <mikmod.h> main() { int i; /* sound effects */ SAMPLE *sfx1, *sfx2; /* voices */ int v1, v2; /* register all the drivers */ MikMod_RegisterAllDrivers(); /* initialize the library */ md_mode |= DMODE_SOFT_SNDFX; if (MikMod_Init("")) { fprintf(stderr, "Could not initialize sound, reason: %s\n", MikMod_strerror(MikMod_errno)); return; } /* load samples */ sfx1 = Sample_Load("first.wav"); if (!sfx1) { MikMod_Exit(); fprintf(stderr, "Could not load the first sound, reason: %s\n", MikMod_strerror(MikMod_errno)); return; } sfx2 = Sample_Load("second.wav"); if (!sfx2) { Sample_Free(sfx1); MikMod_Exit(); fprintf(stderr, "Could not load the second sound, reason: %s\n", MikMod_strerror(MikMod_errno)); return; } /* reserve 2 voices for sound effects */ MikMod_SetNumVoices(-1, 2); /* get ready to play */ MikMod_EnableOutput(); /* play first sample */ v1 = Sample_Play(sfx1, 0, 0); for(i = 0; i < 5; i++) { MikMod_Update(); usleep(100000); } /* half a second later, play second sample */ v2 = Sample_Play(sfx2, 0, 0); do { MikMod_Update(); usleep(100000); } while (!Voice_Stopped(v2)); MikMod_DisableOutput(); Sample_Free(sfx2); Sample_Free(sfx1); MikMod_Exit(); }
As in the previous example, we begin by registering the sound drivers and
initializing the library. We also ask for software mixing by modifying the
variable md_mode
.
It’s time to load our files, with the Sample_Load
function. Don’t forget
to test the return value — it looks ugly here on such a small example, but
it’s a good practice...
Since we want to play two samples, we have to use at least two voices for this,
so we reserve them with a MikMod_SetNumVoices
call. The first parameter
sets the number of module voices, and the second parameter the number of sound
effect voices. We don’t want to set the number of module voices here (it’s part
of the module player’s duty), so we use the value -1
to keep the current
value, and we reserve two sound effect voices.
Now we’re ready to play, so we call MikMod_EnableOutput
to make the
driver ready. Sound effects are played by the Sample_Play
function.
You just have to specify which sample you want to play, the offset from which
you want to start, and the playback flags. More on this later. The function
returns the number of the voice associated to the sample.
We play the first sample for half a second, then we start to play the second
sample. Since we’ve reserved two channels, both samples play simultaneously. We
use the Voice_Stopped
function to stop the playback: it returns the
current status of the voice argument, which is zero when the sample plays and
nonzero when it has finished. So the do
loop will stop exactly when
the second sample is finished, regardless of the length of the first sample.
To finish, we get rid of the samples with Sample_Free
.
Sound effects have some attributes that can be affected to control the playback.
These are speed, panning, and volume. Given a voice number, you can affect these
attributes with the Voice_SetFrequency
, Voice_SetPanning
and
Voice_SetVolume
functions.
In the previous example, we’ll replace the actual sound code, located between
the calls to MikMod_EnableOutput
and MikMod_DisableOutput
, with
the following code:
Sample_Play(sfx1, 0, 0); for(i = 0; i < 5; i++) { MikMod_Update(); usleep(100000); } v2 = Sample_Play(sfx2, 0, SFX_CRITICAL); i = 0; do { MikMod_Update(); usleep(100000); v1 = Sample_Play(sfx1, 0, 0); Voice_SetVolume(v1, 160); Voice_SetFrequency(v1, (sfx1->speed * (100 + i)) / 100); Voice_SetPanning(v2, (i++ & 1) ? PAN_LEFT : PAN_RIGHT); } while (!Voice_Stopped(v2));
The first thing you’ll notice, is the SFX_CRITICAL
flag used to play the
second sample. Since the do
loop will add another sample every 100
milliseconds, and we reserved only two voices, the oldest voice will be
cut each time this is necessary. Doing this would cut the second sample in the
second iteration of the loop. However, since we flagged this sound as
“critical”, it won’t be cut until it is finished or we stop it with a
Voice_Stop
call. So the second sample will play fine, whereas the first
sample will be stopped every loop iteration.
Then, we choose to play the first sample a bit lower, with
Voice_SetVolume
. Volume voices range from 0 (silence) to 256. In
this case we play the sample at 160. To make the sound look weird, we also
change its frequency with Voice_SetFrequency
. The computation in the
example code makes the frequency more and more high (starting from the sample
frequency and then increasing from 1% each iteration).
And to demonstrate the Voice_SetPanning
function, we change the panning
of the second sample at each iteration from the left to the right. The argument
can be one of the standard panning PAN_LEFT
, PAN_RIGHT
,
PAN_CENTER
and PAN_SURROUND
1, or a numeric value between 0 (PAN_LEFT
) and
255 (PAN_RIGHT
).
This chapter describes the various parts of the library and their uses.
If your program is dynamically linked with the MikMod library, you should check which version of the library you’re working with. To do this, the library defines a few constants and a function to help you determine if the current library is adequate for your needs or if it has to be upgraded.
When your program includes mikmod.h
, the following constants are
defined:
LIBMIKMOD_VERSION_MAJOR
is equal to the major version number of
the library.
LIBMIKMOD_VERSION_MINOR
is equal to the minor version number of
the library.
LIBMIKMOD_REVISION
is equal to the revision number of the library.
LIBMIKMOD_VERSION
is the sum of LIBMIKMOD_VERSION_MAJOR
shifted 16 times, LIBMIKMOD_VERSION_MINOR
shifted 8 times, and
LIBMIKMOD_REVISION
.
So your program can tell with which version of the library it has been compiled this way:
printf("Compiled with MikMod Sound Library version %ld.%ld.%ld\n", LIBMIKMOD_VERSION_MAJOR, LIBMIKMOD_VERSION_MINOR, LIBMIKMOD_REVISION);
The library defines the function MikMod_GetVersion
which returns the
value of LIBMIKMOD_VERSION for the library. If this value is greater than or
equal to the value of LIBMIKMOD_VERSION for your program, your program will
work; otherwise, you’ll have to inform the user that he has to upgrade the
library:
{ long engineversion = MikMod_GetVersion(); if (engineversion < LIBMIKMOD_VERSION) { printf("MikMod library version (%ld.%ld.%ld) is too old.\n", (engineversion >> 16) & 255, (engineversion >> 8) & 255, (engineversion) & 255); printf("This programs requires at least version %ld.%ld.%ld\n", LIBMIKMOD_VERSION_MAJOR, LIBMIKMOD_VERSION_MINOR, LIBMIKMOD_REVISION); puts("Please upgrade your MikMod library."); exit(1); } }
MikMod defines several data types to deal with modules and sample data. These types have the same memory size on every platform MikMod has been ported to.
These types are:
CHAR
is a printable character. For now it is the same as the
char
type, but in the future it may be wide char (Unicode) on some
platforms.
SBYTE
is a signed 8 bit number (can range from -128 to 127).
UBYTE
is an unsigned 8 bit number (can range from 0 to 255).
SWORD
is a signed 16 bit number (can range from -32768 to 32767).
UWORD
is an unsigned 16 bit number (can range from 0 to 65535).
SLONG
is a signed 32 bit number (can range from -2.147.483.648 to
2.147.483.647).
ULONG
is an unsigned 32 bit number (can range from 0 to
4.294.967.296).
BOOL
is a boolean value. A value of 0 means false, any other value
means true.
Although MikMod does its best to do its work, there are times where it can’t. For example, if you’re trying to play a corrupted file, well, it can’t.
A lot of MikMod functions return pointers or BOOL
values. If the pointer
is NULL
or the BOOL
is 0 (false), an error has occurred.
MikMod errors are returned in the variable MikMod_errno
. Each possible
error has a symbolic error code, beginning with MMERR_
. For example, if
MikMod can’t open a file, MikMod_errno
will receive the value
MMERR_OPENING_FILE
.
You can get an appropriate error message to display from the function
MikMod_strerror
.
There is a second error variable named MikMod_critical
. As its name
suggests, it is only set if the error lets the library in an unstable state.
This variable can only be set by the functions MikMod_Init
,
MikMod_SetNumVoices
and MikMod_EnableOutput
. If one of these
functions return an error and MikMod_critical
is set, the library is left
in the uninitialized state (i.e. it was not initialized, or MikMod_Exit
was called).
If you prefer, you can use a callback function to get notified of errors. This
function must be prototyped as void MyFunction(void)
. Then, call
MikMod_RegisterHandler
with your function as argument to have it notified
when an error occurs. There can only be one callback function registered, but
MikMod_RegisterHandler
will return you the previous handler, so you can
chain handlers if you want to.
To initialize the library, you must register some sound drivers first. You can
either register all the drivers embedded in the library for your platform with
MikMod_RegisterAllDrivers
, or register only some of them with
MikMod_RegisterDriver
. If you choose to register the drivers manually,
you must be careful in their order, since MikMod_Init
will try them in
the order you registered them. The MikMod_RegisterAllDrivers
function
registers the network drivers first (for playing sound over the network), then
the hardware drivers, then the disk writers, and in last resort, the nosound
driver. Registering the nosound driver first would not be a very good
idea...
You can get some printable information regarding the registered drivers with
MikMod_InfoDriver
; don’t forget to call MikMod_free
on the
returned string when you don’t need it anymore.
After you’ve registered your drivers, you can initialize the sound playback
with MikMod_Init
, passing specific information to the driver if
necessary. If you set the variable md_device
to zero, which
is its default value, the driver will be autodetected, that is, the first driver
in the list that is available on the system will be used; otherwise only
the driver whose order in the list of the registered drivers is equal to
md_device
will be tried. If your playback settings, in the variables
md_mixfreq
and md_mode
, are not supported by the device,
MikMod_Init
will fail.
You can then choose the number of voices you need with
MikMod_SetNumVoices
, and activate the playback with
MikMod_EnableOutput
.
Don’t forget to call MikMod_Update
as often as possible to process the
sound mixing. If necessary, fork a dedicated process to do this, or if the
library is thread-safe on your system, use a dedicated thread.
If you want to change playback settings, most of them can’t be changed on the
fly. You’ll need to stop the playback and reinitialize the driver. Use
MikMod_Active
to check if there is still sound playing; in this case,
call MikMod_DisableOutput
to end playback. Then, change your settings
and call MikMod_Reset
. You’re now ready to select your number of voices
and restart playback.
When your program ends, don’t forget to stop playback and call
MikMod_Exit
to leave the sound hardware in a coherent state.
On systems that have pthreads, libmikmod is thread-safe2. You can check this in your programs with the
MikMod_InitThreads
function. If this function returns 1, the library is
thread-safe.
The main benefit of thread-safety is that MikMod_Update
can be called
from a separate thread, which often makes application design easier. However,
several libmikmod global variables are accessible from all your threads, so
when more than one thread need to access libmikmod variables, you’ll have to
protect these access with the MikMod_Lock
and MikMod_Unlock
functions. If libmikmod is not thread-safe, these functions are no-ops.
Currently, MikMod only supports uncompressed mono WAV files as samples. You can
load a sample by calling Sample_Load
with a filename, or by calling
Sample_LoadFP
with an open FILE*
pointer. These functions return
a pointer to a SAMPLE
structure, or NULL
in case of error.
The SAMPLE
structure has a few interesting fields:
speed
contains the default frequency of the sample.
volume
contains the default volume of the sample, ranging from 0 (silence)
to 64.
panning
contains the default panning position of the sample.
Altering one of those fields will affect all voices currently playing the
sample. You can achieve the same result on a single voice with the functions
Voice_SetFrequency
, Voice_SetVolume
and Voice_SetPanning
.
Since the same sample can be played with different frequency, volume and panning
parameters on each voice, you can get voice specific information with
Voice_GetFrequency
, Voice_GetVolume
and Voice_GetPanning
.
You can also make your sample loop by setting the fields loopstart
and
loopend
and or’ing flags
with SF_LOOP
. To compute your loop
values, the field length
will be useful. However, you must know that
all the sample length are expressed in samples, i.e. 8 bits for an 8 bit sample,
and 16 bit for a 16 bit sample… Test flags
for the value
SF_16BITS
to know this.
Speaking of flags, if you’re curious and want to know the original format of the
sample on disk (since libmikmod does some work on the sample data internally),
refer to the inflags
field.
If the common forward loop isn’t enough, you can play with some other flags:
SF_BIDI
will make your sample loop “ping pong” (back and forth), and
SF_REVERSE
will make it play backwards.
To play your sample, use the Sample_Play
function. This function
will return a voice number which enable you to use the Voice_xx
functions.
The sample will play until another sample takes over its voice (when you play
more samples than you reserved sound effect voices), unless it has been flagged
as SFX_CRITICAL
. You can force it to stop with Voice_Stop
, or you
can force another sample to take over this voice with Voice_Play
;
however Voice_Play
doesn’t let you flag the new sample as critical.
Non looping samples will free their voice channel as soon as they are finished;
you can know the current playback position of your sample with
Voice_GetPosition
. If it is zero, either the sample has finished playing
or it is just beginning; use Voice_Stopped
to know.
When you don’t need a sample anymore, don’t forget to free its memory with
Sample_Free
.
As for the sound drivers, you have to register the module loaders you want to
use for MikMod to be able to load modules. You can either register all the
module loaders with MikMod_RegisterAllLoaders
, or only a few of them with
MikMod_RegisterLoader
. Be careful if you choose this solution, as the
15 instrument MOD loader has to be registered last, since loaders are called in
the order they were register to identify modules, and the detection of this
format is not fully reliable, so other modules might be mistaken as 15
instrument MOD files.
You can get some printable information regarding the registered loaders with
MikMod_InfoLoader
; don’t forget to call MikMod_free
on the returned
string when you don’t need it anymore.
Note that, contrary to the sound drivers, you can register module loaders at any time, it doesn’t matter.
For playlists, you might be interested in knowing the module title first, and
Player_LoadTitle
will give you this information. Don’t forget to call
MikMod_free
on the returned text when you don’t need it anymore.
You can load a module either with Player_Load
and the name of the
module, or with Player_LoadFP
and an open FILE*
pointer. These
functions also expect a maximal number of voices, and a curiosity flag. Unless
you have excellent reasons not to do so, choose a big limit, such as 64 or even
128 for complex Impulse Tracker modules. Both functions return a pointer to an
MODULE
structure, or NULL
if an error occurs.
You’ll find some useful information in this structure:
numchn
contains the number of module “real” channels.
numvoices
contains the number of voices reserved by the player for
the real channels and the virtual channels (NNA).
numpas
and numpat
contain the number of song positions and
song patterns.
numins
and numsmp
contain the number of instruments and
samples.
songname
contains the song title.
modtype
contains the name of the tracker used to create the song.
comment
contains the song comment, if it has one.
sngtime
contains the time elapsed in the module, in
2^−10 seconds (not exactly a millisecond).
sngspd
and bpm
contain the song speed and tempo.
realchn
contains the actual number of active channels.
totalchn
contains the actual number of active virtual channels,
i.e. the sum of realchn
and the number of NNA virtual channels.
Now that the module is loaded, you need to tell the module player that you want
to play this particular module with Player_Start
(the player can only
play one module, but you can have several modules in memory). The playback
begins. Should you forget which module is playing, Player_GetModule
will
return it to you.
You can change the current song position with the functions
Player_NextPosition
, Player_PrevPosition
and
Player_SetPosition
, the speed with Player_SetSpeed
and
Player_SetTempo
, and the volume (ranging from 0 to 128) with
Player_SetVolume
.
Playback can be paused or resumed with Player_TogglePause
. Be sure to
check with Player_Paused
that it isn’t already in the state you want !
Fine player control is achieved by the functions Player_Mute
,
Player_UnMute
and Player_ToggleMute
which can silence or resume
a set of module channels. The function Player_Muted
will return the
state of a given channel. And if you want even more control, you can get the
voice corresponding to a module channel with Player_GetChannelVoice
and
act directly on the voice.
Modules play only once, but can loop indefinitely if they are designed to do so.
You can change this behavior with the wrap
and loop
of the
MODULE
structure; the first one, if set, will make the module restart
when it’s finished, and the second one, if set, will prevent the module from
jumping backwards.
You can test if the module is still playing with Player_Active
, and you
can stop it at any time with Player_Stop
. When the module isn’t needed
anymore, get rid of it with Player_Free
.
If you need to load modules or sound effects from other places than plain
files, you can use the MREADER
and MWRITER
objects to achieve
this.
The MREADER
and MWRITER
structures contain a list of function
pointers, which emulate the behaviour of a regular FILE *
object. In
fact, all functions which take filenames or FILE *
as arguments are only
wrappers to a real function which takes an MREADER
or an MWRITER
argument.
So, if you need to load a module from memory, or for a multi-file archive, for
example, all you need is to build an adequate MREADER
object, and use
Player_LoadGeneric
instead of Player_Load
or
Player_LoadFP
. For samples, use Sample_LoadGeneric
instead of
Sample_Load
or Sample_LoadFP
.
This chapter describes in more detail all the functions and variables provided by the library. See Type Definitions, for the basic type reference.
The following variables are set by the library to return error information.
int MikMod_errno
¶When an error occurs, this variable contains the error code. See Error Reference, for more information.
BOOL MikMod_critical
When an error occurs, this variable informs of the severity of the error. Its
value has sense only if the value of MikMod_errno
is different from zero.
If the value of MikMod_critical
is zero, the error wasn’t fatal and the
library is in a stable state. However, if it is nonzero, then the library can’t
be used and has reseted itself to the uninitialized state. This often means
that the mixing parameters you choose were not supported by the driver, or that
it doesn’t has enough voices for your needs if you called
MikMod_SetNumVoices
.
The following variables control the sound output parameters and their changes take effect immediately.
UBYTE md_musicvolume
¶Volume of the module. Allowed values range from 0 to 128. The default value is 128.
UBYTE md_pansep
Stereo channels separation. Allowed values range from 0 (no separation, thus mono sound) to 128 (full channel separation). The default value is 128.
UBYTE md_reverb
Amount of sound reverberation. Allowed values range from 0 (no reverberation) to 15 (a rough estimate for chaos…). The default value is 0.
UBYTE md_sndfxvolume
Volume of the sound effects. Allowed values range from 0 to 128. The default value is 128.
UBYTE md_volume
Overall sound volume. Allowed values range from 0 to 128. The default value is 128.
The following variables control more in-depth sound output parameters. Except
for some md_mode
flags, their changes do not have any effect until you
call MikMod_Init
or MikMod_Reset
.
UWORD md_device
¶This variable contains the order, in the list of the registered drivers, of the sound driver which will be used for sound playback. This order is one-based; if this variable is set to zero, the driver is autodetected, which means the list is tested until a driver is present on the system. The default value is 0, thus driver is autodetected.
MDRIVER* md_driver
This variable points to the driver which is being used for sound playback, and
is undefined when the library is uninitialized (before MikMod_Init
and
after MikMod_Exit
). This variable is for information only, you should
never attempt to change its value. Use md_driver
and MikMod_Init
(or MikMod_Reset
) instead.
UWORD md_mixfreq
Sound playback frequency, in hertz. High values yield high sound quality, but need more computing power than lower values. The default value is 44100 Hz, which is compact disc quality. Other common values are 22100 Hz (radio quality), 11025 Hz (phone quality), and 8000 Hz (mu-law quality).
UWORD md_mode
This variable is a combination of several flags, to select which output mode to select. The following flags have a direct action to the sound output (i.e. changes take effect immediately):
This flag, if set, enables the interpolated mixers. Interpolated mixing gives better sound but takes a bit more time than standard mixing. If the library is built with the high quality mixer, interpolated mixing is always enabled, regardless of this flag.
This flag, if set, exchanges the left and right stereo channels.
This flag, if set, enables the surround mixers. Since surround mixing works only for stereo sound, this flag has no effect if the sound playback is in mono.
The following flags aren’t taken in account until the sound driver is changed or reset:
This flag, if set, selects 16 bit sound mode. This mode yields better sound quality, but needs twice more mixing time.
This flag, if set, selects the high-quality software mixer. This mode yields
better sound quality, but needs more mixing time. Of course, this flag has no
effect if no DMODE_SOFT_xx
flag is set.
This flag, if set, selects software mixing of the module.
This flag, if set, selects software mixing of the sound effects.
This flag, if set, selects stereo sound.
The default value of this variable is ‘DMODE_STEREO | DMODE_SURROUND | DMODE_16BITS | DMODE_SOFT_MUSIC | DMODE_SOFT_SNDFX’.
Only the useful fields are described here; if a structure field is not described, you must assume that it’s an internal field which must not be modified.
The MDRIVER
structure is not meant to be used by anything else than the
core of the library, but its first four fields contain useful information for
your programs:
const CHAR* Name
Name of the driver, usually never more than 20 characters.
const CHAR* Description
Description of the driver, usually never more than 50 characters.
UBYTE HardVoiceLimit
Maximum number of hardware voices for this driver, 0 if the driver has no hardware mixing support.
UBYTE SoftVoiceLimit
Maximum number of software voices for this driver, 0 if the driver has no software mixing support.
const CHAR* Alias
A short name for the driver, without spaces, usually never more than 10 characters.
The MODULE
structure gathers all the necessary information needed to
play a module file, regardless of its initial format.
The fields described in this section contain general information about the module and should not be modified.
CHAR* songname
Name of the module.
CHAR* modtype
Type of the module (which tracker format).
CHAR* comment
Either the module comments, or NULL if the module doesn’t have comments.
UWORD flags
Several module flags or’ed together.
If set, arpeggio effects have memory.
If set, volume slide effects continue until a new note or a new effect is played.
If set, the module is allowed to have its tempo value (bpm) over 255.
If set, the module has instruments and samples; otherwise, the module has only samples.
If set, slide periods are linear; otherwise, they are logarithmic.
If set, module uses new note actions (NNA) and the numvoices
field is
valid.
If set, pattern break on the last pattern does not continue to the first pattern.
If set, module uses old-S3M style volume slides (slides processed every tick); otherwise, it uses the standard style (slides processed every tick except the first).
If set, module uses XM-type periods; otherwise, it uses Amiga periods.
If set, module player will reproduce some FastTracker 2 quirks during playback.
If set, module use panning commands.
UBYTE numchn
The number of channels in the module.
UBYTE numvoices
If the module uses NNA, and this variable is not zero, it contains the limit
of module voices; otherwise, the limit is set to the maxchan
parameter
of the Player_Loadxx
functions.
UWORD numpos
The number of sound positions in the module.
UWORD numpat
The number of patterns.
UWORD numins
The number of instruments.
UWORD numsmp
The number of samples.
INSTRUMENT* instruments
Points to an array of instrument structures.
SAMPLE* samples
Points to an array of sample structures.
UBYTE realchn
During playback, this variable contains the number of active channels (not counting NNA channels).
UBYTE totalchn
During playback, this variable contains the total number of channels (including NNA channels).
ULONG sngtime
Elapsed song time, in 2^−10 seconds units (not exactly a millisecond). To convert this value to seconds, divide by 1024, not 1000 !
The fields described here control the module playback and can be modified at any time, unless otherwise specified.
UBYTE initspeed
The initial speed of the module (Protracker compatible). Valid range is 1-32.
UBYTE inittempo
The initial tempo of the module (Protracker compatible). Valid range is 32-255.
UBYTE initvolume
The initial overall volume of the module. Valid range is 0-128.
UWORD panning[]
The current channel panning positions. Only the first numchn
values are
defined.
UBYTE chanvol[]
The current channel volumes. Only the first numchn
values are defined.
UWORD bpm
The current tempo of the module. Use Player_SetTempo
to change its value.
UBYTE sngspd
The current speed of the module. Use Player_SetSpeed
to change its value.
UBYTE volume
The current overall volume of the module, in range 0-128. Use
Player_SetVolume
to change its value.
BOOL extspd
If zero, Protracker extended speed effect (in-module tempo modification) is not processed. The default value is 1, which causes this effect to be processed. However, some old modules might not play correctly if this effect is not neutralized.
BOOL panflag
If zero, panning effects are not processed. The default value is 1, which cause all panning effects to be processed. However, some old modules might not play correctly if panning is not neutralized.
BOOL wrap
If nonzero, module wraps to its restart position when it is finished, to play continuously. Default value is zero (play only once).
UBYTE reppos
The restart position of the module, when it wraps.
BOOL loop
If nonzero, all in-module loops are processed; otherwise, backward loops which decrease the current position are not processed (i.e. only forward loops, and backward loops in the same pattern, are processed). This ensures that the module never loops endlessly. The default value is 1 (all loops are processed).
BOOL fadeout
If nonzero, volume fades out during when last position of the module is being played. Default value us zero (no fadeout).
UWORD patpos
Current position (row) in the pattern being played. Must not be changed.
SWORD sngpos
Current song position. Do not change this variable directly, use
Player_NextPosition
, Player_PrevPosition
or
Player_SetPosition
instead.
SWORD relspd
Relative playback speed. The value of this variable is added to the module tempo to define the actual playback speed. The default value is 0, which make modules play at their intended speed.
Although the INSTRUMENT
structure is intended for internal use, you
might need to know its name:
CHAR* insname
The instrument text, theoretically its name, but often a message line.
The SAMPLE
structure is used for sound effects and module samples as
well. You can play with the following fields:
SWORD panning
Panning value of the sample. Valid values range from PAN_LEFT (0) to PAN_RIGHT (255), or PAN_SURROUND.
ULONG speed
Playing frequency of the sample, it hertz.
UBYTE volume
Sample volume. Valid range is 0-64.
UWORD flags
Several format flags or’ed together describing the format of the sample in memory.
Format flags:
If set, sample data is 16 bit wide; otherwise, it is 8 bit wide.
If set, sample data is in big–endian (Motorola) format; otherwise, it is in little–endian (Intel) format.
If set, sample is stored as delta values (differences between two consecutive samples); otherwise, sample is stored as sample values.
If set, sample data is packed with Impulse Tracker’s compression method; otherwise, sample is not packed.
If set, sample data is made of signed values; otherwise, it is made of unsigned values.
If set, sample data is stereo (two channels); otherwise, it is mono.
Playback flags:
If set, sample loops “ping pong” (back and forth).
If set, sample loops forward.
If set, sample plays backwards.
UWORD inflags
Same as “flags”, but describing the format of the sample on disk.
ULONG length
Length of the sample, in samples. The length of a sample is 8 bits (1 byte) for a 8 bit sample, and 16 bits (2 bytes) for a 16 bit sample.
ULONG loopstart
Loop starting position, relative to the start of the sample, in samples.
ULONG loopend
Loop ending position, relative to the start of the sample, in samples.
The MREADER
contains the following function pointers:
int (*Seek)(struct MREADER*, long offset, int whence)
This function should have the same behaviour as fseek
, with offset 0
meaning the start of the object (module, sample) being loaded.
long (*Tell)(struct MREADER*)
This function should have the same behaviour as ftell
, with offset 0
meaning the start of the object being loaded.
BOOL (*Read)(struct MREADER*, void *dest, size_t length)
This function should copy length
bytes of data into dest
, and
return zero if an error occured, and any nonzero value otherwise. Note that an
end-of-file condition will not be considered as an error in this case.
int (*Get)(struct MREADER*)
This function should have the same behaviour as fgetc
.
BOOL (*Eof)(struct MREADER*)
This function should have the same behaviour as feof
.
long iobase
Data start base offset. Managed by libmikmod, do not manipulate.
long prev_iobase
Data start base offset, previous value. Managed by libmikmod, do not manipulate.
For an example of how to build an MREADER
object, please refer to the
MFILEREADER
and MMEMREADER
objects in file mmio/mmio.c
in
the library source, as well as the splayMEM
example application.
The MWRITER
contains the following function pointers:
int (*Seek)(struct MWRITER*, long offset, int whence);
This function should have the same behaviour as fseek
, with offset 0
meaning the start of the object being written.
long (*Tell)(struct MWRITER*);
This function should have the same behaviour as ftell
, with offset 0
meaning the start of the object being written.
BOOL (*Write)(struct MWRITER*, const void *src, size_t length);
This function should copy length
bytes of data from src
, and
return zero if an error occured, and any nonzero value otherwise.
int (*Put)(struct MWRITER*, int data);
This function should have the same behaviour as fputc
.
For an example of how to build an MWRITER
object, please refer to the
MFILEWRITER
object in file mmio/mmio.c
in the library sources.
The following errors are currently defined:
This error occurs when a specific driver was requested, but the support shared library couldn’t be loaded. Currently, the only drivers which can yield this error are the ALSA, EsounD and Ultra drivers.
This error occurs when a file can not be opened, either for read access from a
xx_Loadxx
function, or for write access from the disk writer drivers.
This error occurs when there is not enough virtual memory available to complete
the operation, or there is enough memory but the calling process would exceed
its memory limit. MikMod does not do any resource tuning, your program has to
use the setrlimit
function to do this if it needs to load very huge
samples.
This error occurs when the memory allocation of the sample data yields the
error MMERR_OUT_OF_MEMORY
.
This error occurs when your program reaches the limit of loaded samples, currently defined as 384, which should be sufficient for most cases.
This error occurs when you’re trying to load a sample which format is not recognized.
This error occurs when a compressed module sample is corrupt.
This error occurs when you’re trying to load a module which has a corrupted header, or is truncated.
This error occurs when you’re trying to load a module which has corrupted pattern data, or is truncated.
This error occurs when you’re trying to load a module which has corrupted sample information, or is truncated.
This error occurs when you’re trying to load a module which has corrupted track data, or is truncated.
This error occurs when you’re trying to load a MED module which has synthsounds samples, which are currently not supported.3
This error occurs when you’re trying to load a module which format is not recognized.
This error occurs when you’re trying to load a sample with a sample which format is not recognized.
This error occurs when the sound device doesn’t support non-16 bit linear sound output, which are the requested settings.
This error occurs when the sound device doesn’t support non-8 bit linear sound output, which are the requested settings.
This error occurs when the driver’s sound device has not been detected.
This error occurs when MikMod’s internal software mixer could not be initialized properly.
This error occurs when the driver number (in md_device
) is out of range.
This error occurs when the driver is unable to set the audio device in non blocking mode.
This error occurs when the driver can not open sound device.
This error occurs when the sound device doesn’t support mono sound output, which is the requested setting.
This error occurs when the sound device only supports uLaw output (which implies mono, 8 bit, and 8000 Hz sampling rate), which isn’t the requested setting.
This error occurs when the sound device doesn’t support 32 bit float sound output, which is the requested setting.
This error occurs when the AudioFile driver can not find a suitable AudioFile port.
This error occurs when the “Control” step of the device configuration has failed.
This error occurs when the “Init” step of the device configuration has failed.
This error occurs when the “Start” step of the device configuration has failed.
This error occurs when the sound device couldn’t be reset.
This error occurs because the sound device only works in 16 bit linear stereo sound at 44100 Hz, which is not the requested settings.
This error occurs when the ultra driver could not setup the playback timer.
This error occurs when the HP driver can not get the audio hardware description.
This error occurs when the HP driver can not select the audio output.
This error occurs when the HP driver can not set the transmission buffer size.
This error occurs when the HP driver can not set the requested number of channels.
This error occurs when the HP driver can not set the requested sample size.
This error occurs when the HP driver can not set the requested sample rate.
This error occurs when no ALSA playback configuration is available.
This error occurs when the ALSA driver can not set the requested sample format, sample rate, number of channels, access type, or latency values.
This error occurs when the ALSA driver can not set the requested sample format.
This error occurs when the ALSA driver does not support the requested sample rate.
This error occurs when the ALSA driver does not support the requested number of channels.
This error occurs when the ALSA driver can not retrieve the buffer or period size.
This error occurs when the ALSA driver can not start the pcm playback.
This error occurs when the ALSA driver encounters a write error.
This error occurs when the ALSA driver encounters an error recovery failure.
This error occurs when the OSS driver can not set audio fragment size.
This error occurs when the OSS driver can not set the requested sample size.
This error occurs when the OSS driver can not set the requested sample rate.
This error occurs when the OSS driver can not set the requested number of channels.
This error occurs when the hardware only supports stereo sound.
This error occurs when the hardware does not support the requested sample rate.
This error occurs when the hardware only supports mono sound.
This error occurs when the hardware only supports 16 bit sound.
This error occurs when the hardware only supports 8 bit sound.
This error occurs when the sound device initialization failed.
This error occurs when the DART driver can not set the mixing parameters.
This error occurs when the MMPM/2 driver can not create the semaphores needed for playback.
This error occurs when the MMPM/2 driver can not create the thread needed for playback.
This error occurs when the MMPM/2 driver can not create the timer needed for playback.
This error occurs when the DirectX driver can not allocate the playback buffers.
This error occurs when the DirectX driver can not register the playback event.
This error occurs when the DirectX driver can not set the playback format.
This error occurs when the DirectX driver can not register the playback callback.
This error occurs when the DirectX driver can not set the playback priority.
This error occurs when the DirectX driver can not create the playback thread.
This error occurs when the DirectX driver can not initialize the playback thread.
This error occurs when the playback resource is already allocated by another application.
This error occurs when the Multimedia API Driver is given an invalid audio device identificator.
This error occurs when the playback output format is not supported by the audio device.
This error occurs when the Multimedia API Driver is given an invalid handle.
This error should not occur ! If you get this error, please contact the libmikmod development mailing list.
This error occurs when the playback speed is not supported by the audio device.
This error occurs when the MacOS driver can not start playback.
This error occurs if the default audio output device is not an audio device! If this happens, please contact the maintainer.
This error occurs when the driver encounters a bad parameter when setting device the properties.
This error occurs when the detected audio device does not support the required format (Linear PCM).
This error occurs when the driver does not support the requested channels setting.
This error occurs if the driver fails to allocate the audio buffers.
This error occurs if the driver fails to add its Audio IO Proc.
This error occurs if the driver fails to start the audio IO Proc.
This error occurs if the initialization of the mutex fails.
This error occurs if the driver failed to start the cyclic DMA transfer.
This error occurs if the driver failed to start the cyclic DMA transfer.
This error occurs if OpenAL fails to create a context during initialization.
This error occurs if OpenAL fails to set current context during initialization.
This error occurs if OpenAL fails to generate buffers during initialization.
This error occurs if OpenAL fails to generate a source during initialization.
This error occurs if OpenAL fails to set source parameters during initialization.
This error occurs if OpenAL fails to queue buffers on a source.
This error occurs if OpenAL fails to remove buffers from the queue.
This error occurs if OpenAL fails to fill a buffer with audio data.
This error occurs if OpenAL fails to get source parameters.
This error occurs if OpenAL fails to play the source.
This error occurs if OpenAL fails to stop the source.
BOOL MikMod_Active(void)
This function returns whether sound output is enabled or not.
Sound output is disabled.
Sound output is enabled.
Calls to MikMod_Update
will be ignored when sound output is disabled.
MikMod_DisableOutput
, MikMod_EnableOutput
.
void MikMod_DisableOutput(void)
This function stops the sound mixing.
Calls to MikMod_Update
will be ignored when sound output is disabled.
MikMod_Active
, MikMod_EnableOutput
.
int MikMod_EnableOutput(void)
This function starts the sound mixing.
Sound mixing is ready.
An error occurred during the operation.
Calls to MikMod_Update
will be ignored when sound output is disabled.
MikMod_Active
, MikMod_DisableOutput
.
void MikMod_Exit(void)
This function deinitializes the sound hardware and frees all the memory and resources used by MikMod.
MikMod_Init
, MikMod_Reset
.
long MikMod_GetVersion(void)
This function returns the version number of the library.
The version number, encoded as follows:
(maj<<16)|(min<<8)|(rev)
,
where ‘maj’ is the major version number, ‘min’ is the minor version
number, and ‘rev’ is the revision number.
CHAR* MikMod_InfoDriver(void)
This function returns a formatted list of the registered drivers in a buffer.
A pointer to a text buffer, or NULL
if no drivers are registered.
The buffer is created with MikMod_malloc
; the caller must free it
with MikMod_free
when it is no longer necessary.
MikMod_RegisterDriver
, MikMod_RegisterAllDrivers
.
CHAR* MikMod_InfoLoader(void)
This function returns a formatted list of the registered module loaders in a buffer.
A pointer to a text buffer, or NULL
if no loaders are registered.
The buffer is created with MikMod_malloc
; the caller must free it
with MikMod_free
when it is no longer necessary.
MikMod_RegisterLoader
, MikMod_RegisterAllLoaders
.
int MikMod_Init(const CHAR *parameters)
This function performs the library initialization, including the sound driver choice and configuration, and all the necessary memory allocations.
Optional parameters given to the sound driver. These parameters are ignored if
the value of md_device
is zero (autodetection).
Initialization was successful.
An error occurred during initialization.
When the initialization fails, the library uses the nosound sound driver to let other the other MikMod functions work without crashing the application.
MikMod_Exit
, MikMod_InitThreads
, MikMod_Reset
.
BOOL MikMod_InitThreads(void)
This function returns whether libmikmod is thread-safe.
The library is not thread-safe.
The library is thread-safe.
This function should be called before any call to MikMod_Lock
or
MikMod_Unlock
is made.
MikMod_Lock
, MikMod_Unlock
.
void MikMod_Lock(void)
This function obtains exclusive access to libmikmod’s variables.
This function locks an internal mutex. If the mutex is already locked, it will
block the calling thread until the mutex is unlocked.
Every MikMod_Unlock
call should be associated to a MikMod_Lock
call. To be sure this is the case, we advise you to define and use the
following macros:
#define MIKMOD_LOCK MikMod_Lock();{
#define MIKMOD_UNLOCK }MikMod_Unlock();
The function MikMod_InitThreads
must have been invoked before any call
to MikMod_Lock
in made.
MikMod_InitThreads
, MikMod_Unlock
.
void MikMod_RegisterAllDrivers(void)
This function registers all the available drivers.
MikMod_InfoDriver
, MikMod_RegisterDriver
.
void MikMod_RegisterAllLoaders(void)
This function registers all the available module loaders.
MikMod_InfoLoader
, MikMod_RegisterLoader
.
void MikMod_RegisterDriver(struct MDRIVER* newdriver)
This function adds the specified driver to the internal list of usable drivers.
A pointer to the MDRIVER
structure identifying the driver.
It is safe to register the same driver several times, although it will not
be duplicated in the list.
You should register all the drivers you need before calling MikMod_Init
.
If you want to register all the available drivers, use
MikMod_RegisterAllDrivers
instead.
MikMod_InfoDriver
, MikMod_RegisterAllDrivers
.
MikMod_handler_t MikMod_RegisterErrorHandler(MikMod_handler_t newhandler)
This function selects the function which should be called in case of error.
The new error callback function.
The previous error callback function, or NULL
if there was none.
MikMod_handler_t
is defined as void(*function)(void)
, this means
your error function has the following prototype:
void MyErrorHandler(void)
The error callback function is called when errors are detected, but not
always immediately (the library has to resume to a stable state before calling
your callback).
void MikMod_RegisterLoader(struct MLOADER* newloader)
This function adds the specified module loader to the internal list of usable module loaders.
A pointer to the MLOADER
structure identifying the loader.
It is safe to register the same loader several times, although it will not be
duplicated in the list.
You should register all the loaders you need before calling Player_Load
or Player_LoadFP
. If you want to register all the available module
loaders, use MikMod_RegisterAllLoaders
instead.
The 15 instrument module loader (load_m15
) should always be registered
last.
MikMod_InfoLoader
, MikMod_RegisterAllLoaders
.
MikMod_player_t MikMod_RegisterPlayer(MikMod_player_t newplayer)
This function selects the function which should be used to process module playback.
The new playback function
The previous playback function.
MikMod_player_t
is defined as void(*function)(void)
, this means
your player function has the following prototype:
void MyPlayer(void)
The player function is called every module tick to process module playback.
The rate at which the player function is called is controlled by the sound
driver, and is computed by the following equation:
(bpm*50)/125 calls per second, which means every 125000/(bpm*50)
milliseconds. The bpm
value is the tempo of the module and can
change from its initial value when requested by the module.
When changing the playback function, you should make sure that you chain to the
default MikMod playback function, otherwise you won’t get module sound
anymore...
MikMod_player_t oldroutine; void MyPlayer(void) { oldroutine(); /* your stuff here */ ... } main() { ... /* Register our player */ oldroutine = MikMod_RegisterPlayer(MyPlayer); ... }
int MikMod_Reset(const CHAR *parameters)
This function resets MikMod and reinitialize the sound hardware.
Optional parameters given to the sound driver. If you set the value of
md_device
to zero (autodetect), these parameters are ignored.
Reinitialization was successful.
An error occurred during reinitialization.
Use this function when you have changed the global configuration variables:
md_device
and md_mixfreq
, or one of the md_mode
flags
which require sound reinitialization. Sound playback will continue as soon as
the driver is ready.
MikMod_Exit
, MikMod_Init
.
int MikMod_SetNumVoices(int musicvoices, int samplevoices)
This function sets the number of mixed voices which can be used for music and sound effects playback.
The number of voices to reserve for music playback.
The number of voices to reserve for sound effects.
Initialization was successful.
An error occurred during initialization.
A value of -1
for any of the parameters will retain the current number
of reserved voices.
The maximum number of voices vary from driver to driver (hardware drivers
often have a limit of 32 to 64 voices, whereas the software drivers handle
255 voices). If your settings exceed the driver’s limit, they will be truncated.
MikMod_Init
, MikMod_Reset
.
void MikMod_Unlock(void)
This function relinquishes exclusive access to libmikmod’s variables.
This function unlocks an internal mutex, so that other threads waiting for the
lock can be resumed.
Every MikMod_Unlock
call should be associated to a MikMod_Lock
call. To be sure this is the case, we advise you to define and use the
following macros:
#define MIKMOD_LOCK MikMod_Lock();{
#define MIKMOD_UNLOCK }MikMod_Unlock();
The function MikMod_InitThreads
must have been invoked before any call
to MikMod_Unlock
in made.
MikMod_InitThreads
, MikMod_Lock
.
void MikMod_Update(void)
This routine should be called on a regular basis to update the sound.
The sound output buffer is filled each time this function is called; if you
use a large buffer, you don’t need to call this routine as frequently as with
a smaller buffer, but you get a bigger shift between the sound being played
and the reported state of the player, since the player is always a buffer
ahead of the playback.
If you play low quality sound (for example, mono 8 bit 11kHz sound), you
only need to call this routine a few times per second. However, for high quality
sound (stereo 16 bit 44kHz), this rate increases to a few hundred times
per second, but never more, due to the minimal buffer size constraint imposed
to the sound drivers.
If you plan on modifying voice information with the Voice_xx
functions,
you should do this before calling MikMod_Update
.
const char* MikMod_strerror(int errnum)
This function associates a descriptive message to an error code.
The MikMod error code.
A pointer to a string describing the error.
BOOL Player_Active(void)
This function returns whether the module player is active or not.
No module is playing.
A module is currently playing.
This function will still report that the player is active if the playing module is paused.
Player_Paused
, Player_TogglePause
, Player_Start
, Player_Stop
void Player_Free(MODULE* module)
This function stops the module if it is playing and unloads it from memory.
The module to free.
Player_Load
, Player_LoadFP
.
int Player_GetChannelVoice(UBYTE channel)
This function determines the voice corresponding to the specified module channel.
The module channel to use.
The number of the voice corresponding to the module channel.
If the module channel has NNAs, the number will correspond to the main channel voice.
Voice_SetPanning
, Voice_SetVolume
, Player_Mute
, Player_ToggleMute
, Player_Unmute
.
MODULE* Player_GetModule(void)
This function returns the module currently being played.
A pointer to the MODULE
being played, or NULL
if no module is
playing.
Player_Stop
, Player_Start
.
MODULE* Player_Load(const CHAR* filename, int maxchan, BOOL curious)
This function loads a music module.
The name of the module file.
The maximum number of channels the song is allowed to request from the mixer.
The curiosity level to use.
A pointer to a MODULE
structure, or NULL
if an error occurs.
If the curiosity level is set to zero, the module will be loaded normally. However, if it is nonzero, the following things occur:
MMERR_MED_SYNTHSAMPLES
, and synthsounds are mapped to an empty sample.
Player_Free
, Player_LoadFP
, Player_LoadTitle
,
Player_LoadTitleFP
, Player_Start
.
MODULE* Player_LoadFP(FILE* file, int maxchan, BOOL curious)
This function loads a music module.
An open file, at the position where the module starts.
The maximum number of channels the song is allowed to request from the mixer.
The curiosity level to use.
A pointer to a MODULE
structure, or NULL
if an error occurs.
The file is left open, at the same position as before the function call.
If the curiosity level is set to zero, the module will be loaded normally.
However, if it is nonzero, the following things occur:
MMERR_MED_SYNTHSAMPLES
, and synthsounds are mapped to an empty sample.
Player_Free
, Player_Load
, Player_LoadTitle
,
Player_LoadTitleFP
, Player_Start
.
MODULE* Player_LoadTitle(const CHAR* filename)
This function retrieves the title of a module file.
The name of the module file.
A pointer to the song title, or NULL
if either the module has no title
or an error has occurred.
The title buffer is created with MikMod_malloc
; the caller must free it
with MikMod_free
when it is no longer necessary.
Player_Load
, Player_LoadFP
, Player_LoadTitleFP
.
MODULE* Player_LoadTitleFP(FILE* file)
This function retrieves the title of a module file.
An open file, at the position where the module starts.
A pointer to the song title, or NULL
if either the module has no title
or an error has occurred.
The title buffer is created with MikMod_malloc
; the caller must free it
with MikMod_free
when it is no longer necessary.
Player_Load
, Player_LoadFP
, Player_LoadTitle
.
void Player_Mute(SLONG operation, ...)
This function mutes a single module channel, or a range of module channels.
Either the number of a module channel to mute (starting from zero), or an operation code. In the latter case, two extra parameters are needed to determine the range of channels.
If the operation is MUTE_INCLUSIVE
, the two channel numbers delimit the
range and are part of the range ; otherwise, if the operation is
MUTE_EXCLUSIVE
, they are outside of the range.
/* mute channel 10 */ Player_Mute(10); /* mute channels 2 to 5 */ Player_Mute(MUTE_INCLUSIVE, 2, 5); /* mute channels 7 to 9 */ Player_Mute(MUTE_EXCLUSIVE, 6, 10);
Player_Muted
, Player_ToggleMute
, Player_Unmute
.
BOOL Player_Muted(UBYTE channel)
This function determines whether a module channel is muted or not.
The module channel to test (starting from zero).
The channel is not muted.
The channel is muted.
Player_Mute
, Player_ToggleMute
, Player_Unmute
.
void Player_NextPosition(void)
This function jumps to the next position in the module.
All playing samples and active song voices are cut to avoid hanging notes.
Player_PrevPosition
, Player_SetPosition
.
BOOL Player_Paused(void)
This function determines whether the module is paused or not.
The module is not paused.
The module is paused.
Player_TogglePause
.
void Player_PrevPosition(void)
This function jumps to the previous position in the module.
All playing samples and active song voices are cut to avoid hanging notes.
Player_NextPosition
, Player_SetPosition
.
void Player_SetPosition(UWORD position)
This function jumps to the specified position in the module.
The pattern position to jump to.
All playing samples and active song voices are cut to avoid hanging notes.
Player_NextPosition
, Player_PrevPosition
.
void Player_SetSpeed(UWORD speed)
This function sets the module speed.
The new module speed, in the range 1-32.
Player_SetTempo
.
void Player_SetTempo(UWORD tempo)
This function sets the module tempo.
The new module tempo, in the range 32-255.
Player_SetSpeed
.
void Player_SetVolume(SWORD volume)
This function sets the module volume.
The new overall module playback volume, in the range 0-128.
void Player_Start(MODULE* module)
This function starts the specified module playback.
The module to play.
If another module is playing, it will be stopped and the new module will play.
Player_Stop
.
void Player_Stop(void)
This function stops the currently playing module.
Player_Start
.
void Player_ToggleMute(SLONG operation, ...)
This function changes the muted status of a single module channel, or a range of module channels.
Either the number of a module channel to work on (starting from zero), or an operation code. In the latter case, two extra parameters are needed to determine the range of channels.
If the operation is MUTE_INCLUSIVE
, the two channel numbers delimit the
range and are part of the range ; otherwise, if the operation is
MUTE_EXCLUSIVE
, they are outside of the range.
/* toggle mute on channel 10 */ Player_ToggleMute(10); /* toggle mute on channels 2 to 5 */ Player_ToggleMute(MUTE_INCLUSIVE, 2, 5); /* toggle mute on channels 7 to 9 */ Player_ToggleMute(MUTE_EXCLUSIVE, 6, 10);
Player_Mute
, Player_Muted
, Player_Unmute
.
void Player_TogglePause(void)
This function toggles the playing/paused status of the module.
Calls to Player_xx
functions still have effect when the module is paused.
Player_Paused
, Player_Start
, Player_Stop
.
void Player_Unmute(SLONG operation, ...)
This function unmutes a single module channel, or a range of module channels.
Either the number of a module channel to unmute (starting from zero), or an operation code. In the latter case, two extra parameters are needed to determine the range of channels.
If the operation is MUTE_INCLUSIVE
, the two channel numbers delimit the
range and are part of the range ; otherwise, if the operation is
MUTE_EXCLUSIVE
, they are outside of the range.
/* unmute channel 10 */ Player_Unmute(10); /* unmute channels 2 to 5 */ Player_Unmute(MUTE_INCLUSIVE, 2, 5); /* unmute channels 7 to 9 */ Player_Unmute(MUTE_EXCLUSIVE, 6, 10);
Player_Mute
, Player_Muted
, Player_ToggleMute
.
void Sample_Free(SAMPLE* sample)
This function unloads a sample from memory.
The sample to free.
Sample_Load
, Sample_LoadFP
.
SAMPLE* Sample_Load(const CHAR* filename)
This function loads a sample.
The sample filename.
A pointer to a SAMPLE
structure, or NULL
if an error has occurred.
Sample_Free
, Sample_LoadFP
.
SAMPLE* Sample_LoadFP(FILE* file)
This function loads a sample.
An open file, at the position where the sample starts.
A pointer to a SAMPLE
structure, or NULL
if an error has occurred.
The file is left open, at the same position as before the function call.
Sample_Free
, Sample_Load
.
SBYTE Sample_Play(SAMPLE* sample, ULONG start, UBYTE flags)
This function plays a sample as a sound effect.
The sample to play.
The starting position (in samples).
Either zero, for normal sound effects, or SFX_CRITICAL
, for critical
sound effects which must not be interrupted.
The voice number corresponding to the voice which will play the sample.
Each new sound effect is played on a new voice. When all voices are taken,
the oldest sample which was not marked as critical is cut and its voice is
used for the new sample. Critical samples are not cut unless all the voices
are taken with critical samples and you attempt to play yet another critical
sample. Use Voice_Stop
to force the end of a critical sample.
MikMod_SetNumVoices
, Voice_Play
, Voice_SetFrequency
, Voice_SetPanning
, Voice_SetVolume
, Voice_Stop
.
ULONG Voice_GetFrequency(SBYTE voice)
This function returns the frequency of the sample currently playing on the specified voice.
The number of the voice to get frequency.
The current frequency of the sample playing on the specified voice, or zero if no sample is currently playing on the voice.
Voice_SetFrequency
.
ULONG Voice_GetPanning(SBYTE voice)
This function returns the panning position of the sample currently playing on the specified voice.
The number of the voice to get panning position.
The current panning position of the sample playing on the specified voice, or
PAN_CENTER
if no sample is currently playing on the voice.
Voice_SetPanning
.
SLONG Voice_GetPosition(SBYTE voice)
This function returns the sample position (in samples) of the sample currently playing on the specified voice.
The number of the voice to get sample position (starting from zero).
The current play location of the sample playing on the specified voice, or zero if the position can not be determined or if no sample is currently playing on the voice.
This function may not work with some drivers (especially for hardware mixed
voices). In this case, it returns always -1
.
Sample_Play
, Voice_Play
.
UWORD Voice_GetVolume(SBYTE voice)
This function returns the volume of the sample currently playing on the specified voice.
The number of the voice to get volume.
The current volume of the sample playing on the specified voice, or zero if no sample is currently playing on the voice.
Voice_RealVolume
, Voice_SetVolume
.
void Voice_Play(SBYTE voice, SAMPLE* sample, ULONG start)
Start a new sample in the specified voice.
The number of the voice to be processed (starting from zero).
The sample to play.
The starting position (in samples).
The sample will be played at the volume, panning and frequency settings of the
voice, regardless or the sample characteristics.
The sample played this way gets the same “critical” status as the sample
which was previously played on this voice.
Sample_Play
, Voice_SetFrequency
, Voice_SetPanning
, Voice_SetVolume
.
ULONG Voice_RealVolume(SBYTE voice)
This function returns the actual playing volume of the specified voice.
The number of the voice to analyze (starting from zero).
The real volume of the voice when the function was called, in the range 0-65535,
not related to the volume constraint specified with Voice_SetVolume
.
This function may not work with some drivers (especially for hardware mixed
voices). In this case, it always returns zero.
Also note that the real volume computation is not a trivial process and takes
some CPU time.
Sample_Play
, Voice_GetVolume
, Voice_Play
, Voice_SetVolume
.
void Voice_SetFrequency(SBYTE voice, ULONG frequency)
This function sets the frequency (pitch) of the specified voice.
The number of the voice to be processed (starting from zero).
The new frequency of the voice, in hertz.
Sample_Play
, Voice_GetFrequency
, Voice_Play
, Voice_SetPanning
, Voice_SetVolume
, Voice_Stop
.
void Voice_SetPanning(SBYTE voice, ULONG panning)
This function sets the panning position of the specified voice.
The number of the voice to be processed (starting from zero).
The new panning position of the voice.
Panning can vary between 0 (PAN_LEFT
) and 255 (PAN_RIGHT
). Center
is 127 (PAN_CENTER
. Surround sound can be enabled by specifying the
special value PAN_SURROUND
.
Sample_Play
, Voice_GetPanning
, Voice_Play
, Voice_SetFrequency
, Voice_SetVolume
, Voice_Stop
.
void Voice_SetVolume(SBYTE voice, UWORD volume)
This function sets the volume of the specified voice.
The number of the voice to be processed (starting from zero).
The new volume of the voice, in the range 0-256.
Sample_Play
, Voice_GetVolume
, Voice_Play
, Voice_SetFrequency
, Voice_SetPanning
, Voice_Stop
.
void Voice_Stop(SBYTE voice)
This function stops the playing sample of the specified voice.
The number of the voice to be processed (starting from zero).
After the call to Voice_Stop
, the function Voice_Stopped
will
return nonzero (true) for the voice. If you want to silence the voice without
stopping the playback, use Voice_SetVolume(voice, 0)
instead.
Sample_Play
, Voice_Play
, Voice_SetFrequency
, Voice_SetPanning
, Voice_SetVolume
.
BOOL Voice_Stopped(SBYTE voice)
This function returns whether the voice is active or not.
The number of the voice to be checked (starting from zero).
The voice is stopped or has no sample assigned.
The voice is playing a sample.
This function may not work with some drivers (especially for hardware mixed voices). In this case, its return value is undefined.
Voice_Stop
.
MikMod presents a large choice of module loaders, for the most common formats as well as for some less-known exotic formats.
load_669
This loader recognizes “Composer 669” and “Unis 669” modules. The 669
and “Extended 669” formats were among the first PC module formats. They
do not have a wide range of effects, but support up to 32 channels.
“Composer 669” was written by Tran of Renaissance, a.k.a. Tomasz Pytel and
released in 1992. “Unis 669 Composer” was written by Jason Nunn and released
in 1994.
load_amf
This loader recognizes the “Advanced Module Format”, which is the internal
module format of the “DOS Sound and Music Interface” (DSMI) library. This
format has the same limitations as the S3M format. The most famous DSMI
application was DMP, the Dual Module Player.
DMP and the DSMI library were written by Otto Chrons. DSMI was first released
in 1993.
load_asy
This loader recognize the “ASYLUM Music Format”, which was used in Crusader series of games by Origin. This format uses the .amf extension, but is very similar to a 8 Channel Mod file.
load_dsm
This loader recognizes the internal DSIK format, which is the internal module
format of the “Digital Sound Interface Kit” (DSIK) library, the ancester of
the SEAL library. This format has the same limitations as the S3M format.
The DSIK library was written by Carlos Hasan and released in 1994.
load_far
This loader recognizes “Farandole” modules. These modules can be up to 16
channels and have Protracker comparable effects.
The Farandole composer was written by Daniel Potter and released in 1994.
load_gdm
This loader recognizes the “General DigiMusic” format, which is the internal
format of the “Bells, Whistles and Sound Boards” library. This format has the
same limitations as the S3M format.
The BWSB library was written by Edward Schlunder and first released in 1993.
load_imf
This loader recognizes “Imago Orpheus” modules. This format is roughly
equivalent to the XM format, but with two effects columns instead of a volume
column and an effect column.
Imago Orpheus was written by Lutz Roeder and released in 1994.
load_it
This loader recognizes “Impulse Tracker” modules, currently the most powerful
format. These modules support up to 64 real channels, and up to 256 virtual
channels with the “New Note Action” feature. Besides, it has the widest range
of effects, and supports 16 bit samples as well as surround sound.
“Impulse Tracker” was written by Jeffrey Lim and released in 1996.
load_med
This loader recognizes “OctaMED” modules. These modules are comparable to
Protracker modules, but can embed “synthsounds”, which are midi-like
instruments.
“MED” and later “OctaMED” were written by Teijo Kinnunen. “MED” was
released in 1989, and “OctaMED” was released in 1992.
load_m15
This loader recognizes the old 15 instrument modules, created by “Ultimate
Soundtracker”, “Soundtracker” and the first versions of “Protracker”.
Since this format was one of the first module formats, developed in 1987, it
does not have any signature field, which makes it hard to detect reliably,
because of its similarities with later module formats.
load_mod
This loader recognizes the standard 31 instrument modules, created by
“Protracker” or Protracker-compatible programs. The original Protracker
format was limited to 4 channels, but other trackers like “TakeTracker”,
“StarTracker” or “Oktalyzer” afforded more channels.
Although it is now technically obsolete, this format is still widely used, due
to its playback simplicity (on the adequate hardware, the Amiga).
load_mtm
This loader recognizes the “MultiTracker Module Editor” modules. The MTM format has up to 32 channels, and protracker comparable effects. It was intended to replace “Composer 669”. The “MultiTracker Module Editor” was written by Starscream of Renaissance, a.k.a. Daniel Goldstein and released in late 1993.
load_okt
This loader recognizes the “Amiga Oktalyzer” modules. The OKT format has up to 8 channels, and a few protracker compatible effects, as well as other OKT-specific effects, of which only a few are currently supported by libmikmod. “Oktalyzer” was written by Armin Sander and released in 1990.
load_stm
This loader recognizes “ScreamTracker” modules. “ScreamTracker” was the
first PC tracker, as well as the first PC module format. Loosely inspired by
the “SoundTracker” format, it does not have as many effects as Protracker,
although it supports 31 instruments and 4 channels.
“ScreamTracker” was written by PSI of Future Crew, a.k.a. Sami Tammilehto.
load_stx
This loader recognizes “STMIK 0.2” modules. “STMIK” (the Scream Tracker
Music Interface Kit) was a module playing library distributed by Future Crew
to play Scream Tracker module in games and demos. It uses an intermediate format
between STM and S3M and comes with a tool converting STM modules to STX.
“STMIK” was written by PSI of Future Crew, a.k.a. Sami Tammilehto.
load_s3m
This loader recognizes “ScreamTracker 3” modules. This version was a huge
improvement over the original “ScreamTracker”. It supported 32 channels, up
to 99 instruments, and a large choice of effects.
“ScreamTracker 3” was written by PSI of Future Crew, a.k.a. Sami
Tammilehto, and released in 1994.
load_ult
This loader recognizes “UltraTracker” modules. They are mostly similar to
Protracker modules, but support two effects per channel.
“UltraTracker” was written by MAS of Prophecy, a.k.a. Marc Andre Schallehn,
and released in 1993.
load_umx
This loader recognizes the modules in “umx” files from games like “Unreal”, “DeusEx”, etc. To libmikmod, UMX is just a container and the real music format may be one of “ScreamTracker 3”, “Impulse Tracker”, “FastTracker 2”, or possibly a “Protracker” compatible one.
load_uni
This loader recognizes “UNIMOD” modules. This is the internal format used by MikMod and APlayer. Use of this format is discouraged, this loader being provided for completeness.
load_xm
This loader recognizes “FastTracker 2” modules. This format was designed from
scratch, instead of creating yet another Protracker variation. It was the first
format using instruments as well as samples, and envelopes for finer effects.
FastTracker 2 was written by Fredrik Huss and Magnus Hogdahl, and released in
1994.
Currently, the only file type than can be loaded as a sample is the RIFF WAVE file. Stereo or compressed WAVE files are not supported yet.
These drivers send the generated sound over the network to a server program, which sends the sound to the real sound hardware. The server program can be on the same machine than your program, but MikMod does not have access to the hardware. Network drivers only support software mixing.
drv_AF
This driver works with the “Digital AudioFile” library.
Start the server on the machine you want, set its hostname in the
‘AUDIOFILE’ environment variable, and MikMod is ready to send it sound.
drv_esd
This driver works with the “Enlightened Sound Daemon”.
Start the esd daemon on the machine you want, set its hostname in the
‘ESPEAKER’ environment variable, and MikMod is ready to send it sound.
drv_nas
This driver works with the “Network Audio System”.
Start the nas server on the machine you want, and set its hostname with
the ‘server’ driver command line argument.
drv_pulseaudio
This driver works with the “PulseAudio” server.
Start the pulseaudio server on the machine you want, set the server name
with ‘server’ and the device name with ‘sink’ driver command line
arguments. Without the optional ‘server’ and ‘sink’ arguments, the
driver leaves the server:device decision to the pulseaudio library defaults.
These drivers access to the sound hardware of the machine they run on. Depending on your Unix flavor, you’ll end with one or more drivers from this list:
drv_ahi
This driver is only available under AmigaOS and its variants like MorphOS
and AROS, and it outputs to native Amiga AHI device.
This driver only supports software mixing.
drv_aix
This driver is only available under AIX, and access its audio device.
This driver only supports software mixing.
drv_alsa
This driver is only available under Linux, and requires the ALSA driver to be
compiled for your current kernel.
This driver only supports software mixing, but a future version of the driver
might be able to use the hardware capabilities of some sound cards.
drv_dart
This driver is only available under OS/2 version 3 and higher (Warp), and uses
the “Direct Audio Real-Time” interface.
This driver only supports software mixing.
drv_dc
This driver is only for the Dreamcast platform, and outputs a stream to the
AICA SPU of a Dreamcast.
This driver only supports software mixing. This driver is not tested yet.
drv_ds
This driver is only available under WIN32, and uses the “DirectSound” api.
This driver only supports software mixing.
drv_gp32
This driver is only for the GP32 platform, and uses the “GP32” api.
This driver only supports software mixing. This driver is not tested yet.
drv_hp
This driver is only available under HP-UX, and access its audio device.
This driver only supports software mixing.
drv_n64
This driver is only for the Nintendo 64 platform, and uses the “libdragon“ api.
This driver only supports software mixing.
drv_mac
This driver is only available under MacOS, and uses the “Sound Manager”.
This driver supports the Classic and Carbon environments, and does only software mixing.
drv_openal
This driver is available for all platforms where “OpenAL” is supported,
and uses the “OpenAL” api.
This driver only supports software mixing.
drv_os2
This driver is only available under OS/2 version 3 and higher (Warp), and OS/2
2.x with MMPM/2.
This driver only supports software mixing.
drv_osles
This driver is only available under Android and uses OpenSL ES.
This driver only supports software mixing.
drv_oss
This driver is available under any Unix with the Open Sound System drivers
installed. Linux and FreeBSD also come with the OSS/Lite driver (the
non-commercial version of OSS) and can make use of this driver.
This driver only supports software mixing.
drv_osx
This driver is available under MacOS X and Darwin, and uses the “CoreAudio” interface.
This driver only supports software mixing.
drv_psp
This driver is only for the Playstation Portable platform, and is not tested yet.
This driver only supports software mixing.
drv_sam9407
This driver is only available under Linux, and requires the Linux sam9407
driver to be compiled for your current kernel.
This driver only supports hardware mixing.
drv_sb
This driver is only available under DOS, and supports the SoundBlaster/Pro/16/AWE32.
This driver only supports hardware mixing. This driver needs to be tested.
drv_sdl
This driver is available for all platforms where “SDL” is supported, and
uses the “Simple DirectMedia Layer” apis.
This driver only supports software mixing.
drv_sgi
This driver is only available under IRIX, and uses the SGI audio library.
This driver only supports software mixing.
drv_sndio
This driver is only available under OpenBSD and uses the “sndio” interface.
This driver only supports software mixing.
drv_sun
This driver is only available under Unices which implement SunOS-like audio
device interfaces, that is, SunOS, Solaris, NetBSD and OpenBSD.
This driver only supports software mixing.
drv_ultra
This driver is available under Linux, and requires the Linux Ultrasound
driver (the ancestor of ALSA) to be compiled for your current kernel. This
driver is also available under DOS/DJGPP and OS/2.
This driver only supports hardware mixing. The DOS/DJGPP and OS/2 parts
needs to be tested.
drv_win
This driver is only available under WIN32, and uses the “multimedia API”.
This driver only supports software mixing.
drv_wss
This driver is only available under DOS, and supports Windows Sound System
compatible sound cards.
This driver only supports software mixing. This driver needs to be tested.
drv_xaudio2
This driver is only available under Windows XP and newer Windows versions
and uses the “XAudio2” 2.7 or 2.8 apis.
This driver only supports software mixing.
These drivers work on any machine, since the generated sound is not sent to hardware, but written in a file. Disk writer drivers only support software mixing.
drv_aiff
This driver outputs the sound data in a AIFF (Audio Interchange File Format) file by default named music.aiff or music.aif on win32/dos in the current directory.
drv_raw
This driver outputs the sound data in a file by default named music.raw in the current directory. The file has no header and only contains the sound output.
drv_wav
This driver outputs the sound data in a RIFF WAVE file by default named music.wav in the current directory.
These drivers are of little interest, but are handy sometimes.
drv_stdout
This driver outputs the sound data to the program’s standard output. To avoid
inconvenience, the data will not be output if the standard output is a terminal,
thus you have to pipe it through another command or to redirect it to a file.
Using this driver and redirecting to a file is equivalent to using the
drv_raw
disk writer.
This driver only supports software mixing.
drv_pipe
This driver pipes the sound data to a command (which must be given in the
driver commandline, via MikMod_Init
).
This driver only supports software mixing.
drv_nos
This driver doesn’t produce sound at all, and will work on any machine.
Since it does not have to produce sound, it supports both hardware and software
mixing, with as many hardware voices as you like.
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PAN_SURROUND
will be
mapped to PAN_CENTER
if the library is initialized without surround
sound, that is, if the variable md_mode
doesn’t have the bit
DMODE_SURROUND
set.
Unless you explicitely choose to create a non thread-safe version of libmikmod at compile-time.
You can force libmikmod to
load the module (without the synthsounds, of course) by setting the
curious
parameter to 1
when invoking Player_Loadxx
.