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BSamples

Derived from: (none)

Declared in: be/midi/Samples.h

Library: libmidi.so

Summary

The BSamples class lets you add a stream of audio samples into the General MIDI mix. The main functionality of the class (such as how you define the sound you want to play, whether it should repeat, what speed it should play at, and so on) is embedded in the Start() function; the class' other functions control and fine-tune the sound as it's playing. To learn how to use a BSamples object, go to the Start() function.

Theoretically, you can create and play (at the same time) as many BSamples as you want. In practice, you are limited to the sample voice limit set through BSynth's SetVoiceLimits() function; by default the limit is set to four.


Constructor and Destructor


BSamples()

                                                         
  

BSamples(void)

Creates a new, empty BSamples object. Also constructs a BSynth object and assigns the object to the app-wide be_synth variable (if the object doesn't already exist). To initialize and use the BSamples object, invoke its Start() function.

 
Currently, the "samples only" synth mode (B_SAMPLES_ONLY) is broken. Unfortunately, this is the mode used by the BSamples constructor if it has to create a be_synth object. The easiest way around this bug is to construct a BMidiSynth or BMidiSynthFile object. If you don't need the object, you can immediately destroy it; the fix is effected by the object's construction.



~BSamples()

                                                         
  

virtual ~BSamples()

Stops the object's playback, calls the "exit hook" function (as set by Start()), and destroys the object.


Member Functions


EnableReverb()

                                                         
  

void EnableReverb(bool reverb)

If reverb is true, the object's sound data is sent through the synthesizer's reverberator. To set the reverberation depth (for all reverberated sound), use BSynth::SetReverb().


IsPlaying() see Stop()


Pause() see Stop()


Placement() see SetSamplingRate()


Resume() see Stop()


SamplingRate() see SetSamplingRate()


SetPlacement() see SetSamplingRate()


SetSamplingRate() , SamplingRate() , SetPlacement() , Placement() , SetVolume() , Volume()

                                                         
  

void SetSamplingRate(double samplingRate)

double SamplingRate(void) const

void SetPlacement(double stereoPan)

double Placement(void) const

void SetVolume(double volume)

double Volume(void) const

These functions set parameters of the sound data. They can be called while the sound is playing. For details of what these parameters mean, and the values that they accept, see the descriptions of the samplingRate, stereoPan, and volume arguments of the Start() function.


SetVolume() see SetSamplingRate()


Start() , sample_loop_hook , sample_exit_hook

                                                         
  

void Start(void *samples, int32 frameCount, int16 sampleSize, int16 channelCount, double samplingRate, int32 loopStart, int32 loopEnd, double volume, double stereoPan, int32 hookArg, sample_loop_hook loopHook, sample_exit_hook exitHook)

typedef bool (*sample_loop_hook)(int32 arg)

typedef void (*sample_exit_hook)(int32 arg)

Start() passes in a buffer of audio samples that are immediately played. The playback is performed by the synthesizer in its BSubscriber thread; the Start() function itself returns immediately.

The audio data is assumed to be little-endian linear; other parameters of the data (sample size, channel count, etc.) are variable and are declared in the function's arguments. The arguments are:

 
Currently, the release section is automatically faded out over a brief period of time. If your release section is designed to do a slow fade (for example) you probably won't hear it.



Stop() , Pause() , Resume() , IsPaused() , IsPlaying()

                                                         
  

virtual void Stop(void)

void Pause(void)

void Resume(void)

bool IsPlaying(void) const

bool IsPaused(void) const

Stop() tells the object to stop playing its sound data, and invokes the exit function, as set through Start().

Pause() suspends playback and Resume() resumes it from where it was paused.

 
Pause() and Resume() are backwards. To pause a sound, call Resume(). To resume it, call Pause(). Sorry about that.


IsPlaying() returns true if the object is currently playing (paused or not).

IsPaused() returns true if the sound is currently paused.

 
IsPaused() returns true if you've called Pause(). Thus, since Pause() and Resume() are backwards, the sense of IsPaused() is also backwards.



Volume() see SetSamplingRate()


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