1
0
Fork 0
forked from len0rd/rockbox

Initial check in dumb 0.9.2 - has a few usages of floating point that should

be rewritten to fixed point. seems to compile cleanly for iriver.


git-svn-id: svn://svn.rockbox.org/rockbox/trunk@6197 a1c6a512-1295-4272-9138-f99709370657
This commit is contained in:
Michiel Van Der Kolk 2005-03-17 20:50:03 +00:00
parent 7e7662bb71
commit 27be5bc728
67 changed files with 18488 additions and 1 deletions

View file

@ -0,0 +1,281 @@
/* _______ ____ __ ___ ___
* \ _ \ \ / \ / \ \ / / ' ' '
* | | \ \ | | || | \/ | . .
* | | | | | | || ||\ /| |
* | | | | | | || || \/ | | ' ' '
* | | | | | | || || | | . .
* | |_/ / \ \__// || | |
* /_______/ynamic \____/niversal /__\ /____\usic /| . . ibliotheque
* / \
* / . \
* deprec.txt - Deprecated functions, why they / / \ \
* were deprecated, and what to do | < / \_
* instead. | \/ /\ /
* \_ / > /
* | \ / /
* | ' /
* \__/
*/
**********************************************
*** How the functions have been deprecated ***
**********************************************
GCC 3.1 and later provide a very useful attribute. The following:
__attribute__((__deprecated__))
when written alongside a function prototype, variable declaration or type
definition, will result in a warning from GCC if any such part of the API
is used. The warning will even tell you where the declaration is, and I
have inserted comments by all the deprecated declarations, telling you
what to do.
Unfortunately, GCC 2.x and 3.0.x and MSVC do not have any means to
deprecate things. The approach I have taken with these compilers is to
avoid prototyping the declared functions. This means you will get
warnings and errors, and they won't be very helpful. If your program
compiles, you may get strange crashes when you run it, since the compiler
needs the declarations in order to make sure function calls are carried
out correctly.
If you would like the deprecated parts of the API to be declared, you can
compile with the -DDUMB_DECLARE_DEPRECATED switch for GCC, or the
-D"DUMB_DECLARE_DEPRECATED" switch for MSVC. This will be accepted by
GCC 3.x but is unnecessary. Use this switch with other people's projects
if necessary, but please make the effort to update your own projects to
use the new API, as the deprecated parts may be removed in the future.
The rest of this file explains why some parts of the API were deprecated,
and how to adapt your code.
**************************************
*** What happened to DUH_RENDERER? ***
**************************************
The DUH_RENDERER struct was designed for rendering audio to an end-user
format - 8-bit or 16-bit, signed or unsigned, with stereo samples
interleaved. In order for it to do this, it was built on top of the
hitherto undocumented DUH_SIGRENDERER struct, which rendered audio in
DUMB's internal 32-bit signed format with channels (left/right) stored
separately. The DUH_RENDERER struct contained a pointer to a
DUH_SIGRENDERER struct, along with some other data like the position and
number of channels.
There were then some developments in the API. The DUH_SIGRENDERER struct
also stored the position and the number of channels, so I decided to write
functions for returning these. Suddenly there was no need to store them in
the DUH_RENDERER struct. Before long, the DUH_RENDERER struct contained
nothing but a pointer to a DUH_SIGRENDERER.
I decided it would be a good idea to unify the structs. After all, there
really is no difference between the data stored in each, and it would be
easy to make duh_render(DUH_RENDERER *dr, ...) and
duh_render_signal(DUH_SIGRENDERER *sr, ...) work on the same type of
struct. (Note that duh_render_signal() is now deprecated too; see the next
section.) It took some deliberation, but I decided I didn't want functions
to be #defined (it prevents you from using these names for member
functions in C++ classes), and that meant they had to be defined
somewhere. Defining redundant functions is a source of bloat, inefficiency
and general inelegance. After weighing things up, I decided it was better
to deprecate the redundant functions and have people begin to use the more
efficient versions, and eventually the redundant functions will be able to
be removed.
So why did I choose to keep the more complicated name, DUH_SIGRENDERER?
The reason has to do with what DUMB will become in the future. Signals are
an inherent part of the DUH struct and how .duh files will be constructed.
It will be possible to have multiple signals in a single DUH struct, and
you will be able to choose which one you want to play (this is the 'sig'
parameter passed to duh_start_sigrenderer()). But don't hold your breath;
we still have a long way to go before .duh files will start to appear...
typedef DUH_SIGRENDERER DUH_RENDERER;
Wherever you are using DUH_RENDERER in your program, simply replace it
with DUH_SIGRENDERER. An automated (case-sensitive!) search and replace
operation should get this done.
DUH_RENDERER *duh_start_renderer(DUH *duh, int n_channels, long pos);
Use duh_start_sigrenderer() instead. It takes an extra parameter, 'sig',
which comes after 'duh' and before 'n_channels'; pass 0 for this. So an
example would be, replace:
sr = duh_start_renderer(duh, 2, 0);
with:
sr = duh_start_sigrenderer(duh, 0, 2, 0);
int duh_renderer_get_n_channels(DUH_RENDERER *dr);
long duh_renderer_get_position(DUH_RENDERER *dr);
void duh_end_renderer(DUH_RENDERER *dr);
These are easy enough to fix; all you have to do is replace 'renderer'
with 'sigrenderer'. So the new functions are:
int duh_sigrenderer_get_n_channels(DUH_SIGRENDERER *sigrenderer);
long duh_sigrenderer_get_position(DUH_SIGRENDERER *sigrenderer);
void duh_end_sigrenderer(DUH_SIGRENDERER *sigrenderer);
Note that duh_render() has NOT been deprecated. It now uses DUH_SIGRENDERER
instead of DUH_RENDERER, but its functionality is unchanged. You do not have
to change calls to this function in any way.
DUH_RENDERER *duh_renderer_encapsulate_sigrenderer(DUH_SIGRENDERER *sr);
DUH_SIGRENDERER *duh_renderer_get_sigrenderer(DUH_RENDERER *dr);
DUH_SIGRENDERER *duh_renderer_decompose_to_sigrenderer(DUH_RENDERER *dr);
These functions did not exist in the last release of DUMB, so you are
probably not using them, but they are included here for completeness. All
you have to do here is unwrap the function, since the structs have been
unified. So, for instance, replace:
duh_renderer_encapsulate_sigrenderer(my_sigrenderer)
with:
my_sigrenderer
Simple!
AL_DUH_PLAYER *al_duh_encapsulate_renderer(DUH_RENDERER *dr,
float volume, long bufsize, int freq);
DUH_RENDERER *al_duh_get_renderer(AL_DUH_PLAYER *dp);
DUH_RENDERER *al_duh_decompose_to_renderer(AL_DUH_PLAYER *dp);
Again, these functions were not in the last release, so you probably
aren't using them. Nevertheless, the fix is simple as always: simply
replace 'renderer' with 'sigrenderer'. So the new functions are:
AL_DUH_PLAYER *al_duh_encapsulate_sigrenderer(DUH_SIGRENDERER *sr,
float volume, long bufsize, int freq);
DUH_SIGRENDERER *al_duh_get_sigrenderer(AL_DUH_PLAYER *dp);
DUH_SIGRENDERER *al_duh_decompose_to_sigrenderer(AL_DUH_PLAYER *dp);
*********************
*** Miscellaneous ***
*********************
long duh_render_signal(DUH_SIGRENDERER *sigrenderer,
float volume, float delta,
long size, sample_t **samples);
This function used to return samples in DUMB's internal format. This
format consisted of 32-bit integers whose 'normal range' was -0x8000 to
0x7FFF (any samples outside this range would have to be clipped when sent
to the sound card).
DUMB's internal format has changed. DUMB still uses 32-bit integers, but
now the normal range is -0x800000 to 0x7FFFFF. The lowest eight bits are
discarded at the final stage by duh_render() when you ask for 16-bit
output. A new function, duh_sigrenderer_get_samples(), will return samples
in DUMB's new internal format. It takes exactly the same parameters, so
all you have to do to the call itself is change the name; however, you
will most likely have to change your code to account for the new
normalised range.
duh_render_signal() will still be able to give you the samples in DUMB's
old internal format, but it is inefficient. You should change your code as
soon as possible.
typedef void (*DUH_SIGRENDERER_CALLBACK)(void *data, sample_t **samples,
int n_channels, long length);
void duh_sigrenderer_set_callback(DUH_SIGRENDERER *sigrenderer,
DUH_SIGRENDERER_CALLBACK callback, void *data);
This callback was intended to allow you to analyse the output. It was by
no means intended to let you modify the output. For this reason, the names
have been changed to DUH_SIGRENDERER_ANALYSER_CALLBACK and
duh_sigrenderer_set_analyser_callback, and the 'samples' parameter to your
callback should now be specified as follows:
const sample_t *const *samples
The first 'const' indicates that you must not modify the samples. The
second indicates that you must not modify the pointers to each channel.
There is a second reason why this change was necessary, and it is the one
described further up for duh_render_signal()'s entry: the format in which
the samples themselves are stored has changed. They are 256 times as
large, with a normal range from -0x800000 to 0x7FFFFF. You will most
likely need to change your code to account for this.
If you try to call the old function, it will print a message to stderr
directing you to this file, and it will not install the callback. You
shouldn't be able to get this far without a compiler warning (or, if you
don't have GCC 3.1 or later, some compiler errors).
If you wanted to use this callback to apply a DSP effect, don't worry;
there is a better way of doing this. It is undocumented, so contact me
and I shall try to help. Contact details are at the bottom of this file.
For reference, here are the new definitions:
typedef void (*DUH_SIGRENDERER_ANALYSER_CALLBACK)(void *data,
const sample_t *const *samples, int n_channels, long length);
void duh_sigrenderer_set_analyser_callback(DUH_SIGRENDERER *sigrenderer,
DUH_SIGRENDERER_ANALYSER_CALLBACK callback, void *data);
int dumb_resampling_quality;
This variable has changed meaning. It used to hold a value from 0 to 4,
whose meaning was as follows:
0 - aliasing
1,2 - linear interpolation
3 - quadratic interpolation
4 - cubic interpolation
0,1 - always use a straightforward interpolation algorithm
2,3,4 - when decimating (increasing the pitch), use a linear average
algorithm designed to reduce frequencies that would otherwise
reflect off the Nyquist
Now the variable only holds values from 0 to 2, and these values have
preprocessor constants associated with them. The somewhat inappropriate
quadratic interpolation has been removed. The linear average algorithm has
also been removed, and may or may not come back; there are probably more
efficient ways of achieving the same effect, which I shall be
investigating in the future.
This change will have hardly any noticeable effect on existing programs.
Levels 2, 3 and 4 used considerably more processor time because of the
linear average algorithm. Likewise, Level 2 in the new scheme (cubic) uses
considerably more processor time than Levels 1 and 0, and Levels 3 and 4
will behave identically to Level 2.
******************
*** Conclusion ***
******************
"I conclude that... DUMB is the bestest music player in the world because...
Complete this sentence in fifteen words or fewer... D'OH!"
The preceding conclusion formerly appeared in dumb.txt, and is deprecated
because it's lame.
Ben Davis
entheh@users.sf.net
IRC EFnet #dumb
See readme.txt for details on using IRC.

File diff suppressed because it is too large Load diff

View file

@ -0,0 +1,263 @@
TO DO: add question regarding set_close_button_callback vs set_window_close_hook
/* _______ ____ __ ___ ___
* \ _ \ \ / \ / \ \ / / ' ' '
* | | \ \ | | || | \/ | . .
* | | | | | | || ||\ /| |
* | | | | | | || || \/ | | ' ' '
* | | | | | | || || | | . .
* | |_/ / \ \__// || | |
* /_______/ynamic \____/niversal /__\ /____\usic /| . . ibliotheque
* / \
* / . \
* faq.txt - Frequently Asked Questions. / / \ \
* | < / \_
* This file covers some of the common problems | \/ /\ /
* and misconceptions people have with DUMB. If \_ / > /
* your problem is not covered here, please | \ / /
* contact me. I'll do my best to help - but | ' /
* don't be offended if I just direct you to the \__/
* manual!
*/
*****************************************************************************
* I get a lot of strange warnings and errors when I compile my projects *
* with this release of DUMB. They work with older versions! What happened? *
*****************************************************************************
Some parts of DUMB's API have been deprecated. See docs/deprec.txt for
full details, including an explanation as to why your compiler warnings
and errors are so unfriendly, and information on how to fix each warning
or error.
*****************************************************************************
* When I try to compile DUMB with Allegro, it complains that it cannot find *
* 'internal/alconfig.h'! What's wrong? *
*****************************************************************************
In Allegro 4.0.1, and quite likely some other versions of Allegro, the
msvcmake batch file does not install Allegro properly. I believe this was
fixed in Allegro 4.0.2, but don't take my word for it. Some include files
are neglected, including alconfig.h. The fix is quite easy; you need to
copy all of Allegro's include files to your compiler's directory. The
following should do this for you (alter it accordingly depending on where
MSVC and Allegro are installed):
cd\progra~1\msvc\include
xcopy/s \allegro\include\*.*
You can safely tell it to overwrite all files.
*****************************************************************************
* When I build a project that uses DUMB, I get an error that it doesn't *
* find -laldmbd! What's wrong? *
*****************************************************************************
See the notes for DUMB v0.8 in release.txt; the existence of libaldmbd.a
in DUMB v0.7 was due to a mistake in the makefiles. It should be
libaldmd.a, in order to maintain DOS compatibility. All subsequent
releases get it right, but you will have to change your project files to
allow for the change. If this is someone else's project, please let them
know that it needs changing.
*****************************************************************************
* When I build a project that uses DUMB, I get some linker errors about *
* _free, _malloc, etc. already being defined in LIBC.lib! What's wrong? *
*****************************************************************************
MSVC offers three different implementations of the standard libraries.
When you link statically with a library, you have to use the same
implementation that the library uses. You need the multithreaded DLL
implementation, which you can select by passing /MD when you compile (not
when you link). See howto.txt for details.
*****************************************************************************
* I created an IT file with Impulse Tracker, but DUMB won't play it! Why? *
*****************************************************************************
You probably created some patterns but didn't give any information on the
order in which they should be played. Impulse Tracker will also fail to
play your music if you press F5. Press F11 and you will have an
opportunity to create an order list, required for playback.
*****************************************************************************
* I created an IT file with ModPlug Tracker and I have it fading out at the *
* end. Why won't it loop when I play it with DUMB? *
*****************************************************************************
It loops at zero volume. This is what Impulse Tracker itself does. Fix the
IT file by setting the global volume explicitly (Vxx in the effects
column), either at the start, or right at the end before looping. Also see
the next two questions.
*****************************************************************************
* My module plays too loud and distorts badly with DUMB! What can I do? *
*****************************************************************************
This problem is most often caused by ModPlug Tracker, which has a complete
lack of regard for the playback volume of the original tracker. See the
next question for DUMB's official position with regard to ModPlug Tracker.
If you wrote your module with ModPlug Tracker, please try loading it with
the original tracker and see if it distorts there too. If it does, reduce
the volume. If not, then it's a problem with DUMB; please let me know.
If for whatever reason you cannot modify the module file itself, you can
make it sound better by reducing the volume passed to al_start_duh().
*****************************************************************************
* I created a music module with ModPlug Tracker, and DUMB doesn't play it *
* right! *
*****************************************************************************
DUMB cannot and will not support ModPlug Tracker. Please see
docs/modplug.txt for details. The original trackers, which DUMB is
designed to mimic as closely as possible, are listed in readme.txt.
If you find DUMB plays your module differently from the original tracker,
then please contact me.
*****************************************************************************
* My program crashes as soon as I try to load anything with DUMB! *
*****************************************************************************
Please take my advice and use the debugging build of DUMB, not the
optimised build. Then you'll probably find it aborts instead of crashing.
In this case you probably forgot to register a DUMBFILE system; this is
necessary for loading stand-alone files, though not for loading Allegro
datafiles with embedded music. Follow the instructions in docs/howto.txt
carefully and you shouldn't have this problem.
If DUMB crashes with a specific music module, please let me know.
*****************************************************************************
* I want to use the stdio file access functions to load stand-alone music *
* files, but I also want to load datafiles containing music files. The docs *
* say I shouldn't call both dumb_register_stdfiles() and *
* dumb_register_packfiles(). What shall I do? *
*****************************************************************************
When you register a DUMBFILE system, it only applies to files opened with
dumbfile_open(), i.e. separate files. When a file is embedded in a
datafile, dumbfile_open_ex() is used to read it, enabling it to use
PACKFILEs regardless of which DUMBFILE system is registered. In short, you
do not need to call dumb_register_packfiles() in order to load datafiles
with embedded music. See the section on "Sequential File Input" in
docs/dumb.txt if you're interested in how all this works.
*****************************************************************************
* I want to read a specific object in a datafile using Allegro's *
* "demo.dat#MY_MUSIC" syntax. Why won't it work? *
*****************************************************************************
Did you call dumb_register_packfiles(), or did you call
dumb_register_stdfiles()? It will only work if you use the former.
*****************************************************************************
* My program runs, but no music plays! What am I doing wrong? *
*****************************************************************************
There are a number of possible causes for this. The most likely reason is
that you aren't calling al_poll_duh(); see docs/howto.txt for further
information.
Other possible causes are as follows:
- The speakers are turned down (duh)
- The volume of some system mixer is turned down
- Another program is using the sound card (not a problem for most modern
systems)
- You didn't initialise Allegro's sound system; see install_sound() in
Allegro's docs
- Allegro's drivers don't work on your system and chosen platform
In order to narrow down the cause, consider the following:
- Do you get any other sound from your program?
- Do other Allegro+DUMB programs generate sound?
- Do other Allegro programs generate sound?
- Do other non-Allegro programs generate sound?
- Does your program fail only on a specific platform (e.g. DOS but not
Windows)?
This problem is highly system-specific; please try hard to solve it by
yourself before contacting me. However, if you think this problem could
affect other people, please let me know what the problem is and how you
fixed it, if you did. Be as specific as possible.
*****************************************************************************
* The music stutters! What can I do? *
*****************************************************************************
If you have an older computer, it may not be able to cope with the load.
Try reducing quality options; look up dumb_resampling_quality and
dumb_it_max_to_mix in docs/dumb.txt, and consider changing the frequency
you pass to al_start_duh().
Stuttering may not be caused by excessive load. To find out, try
increasing the buffer size passed to al_start_duh(). Beware of making it
too big though; older systems will freeze periodically if it's too big,
because they render larger chunks less frequently. The timing of callbacks
will also be less accurate, if you are using those.
If you're using the 'dumbplay' example, you can control these parameters
by editing dumb.ini.
*****************************************************************************
* Why does DUMB use so much processor time compared with other players? *
*****************************************************************************
This should be less so in this release than in previous releases; the
resampling and filtering algorithms have been optimised.
By default, DUMB uses the most expensive resampling quality option. I've
found on an AthlonXP 1800+ and on a Pentium 233 that it typically uses
about twice as much processor time as the least expensive option.
Try setting dumb_resampling_quality to DUMB_RQ_ALIASING or DUMB_RQ_LINEAR.
See dumb.txt for more information. If you're using the example programs,
you can control this variable by editing dumb.ini.
DUMB uses 32-bit ints for mixing. Some players use 16-bit ints, and are
therefore marginally faster (not much!) and lower quality. So you can't
expect DUMB to beat these players. Furthermore, DUMB is currently written
entirely in C. GCC does an impressive job on the C code, but that's not to
say some custom-written assembly language couldn't beat it ...
*****************************************************************************
* Why does DUMB generate so much background noise? *
*****************************************************************************
You're probably using the DOS build on a system with bad Sound Blaster
compatibility (most Windows XP systems fall in this category). This would
mean DUMB could only access an 8-bit driver. The Windows build will almost
certainly give better results. Your DOS binary will still give good
results on systems with better compatibility (like my Windows 98 system).
*****************************************************************************
* I e-mailed you and you replied with "RTFM"! What does that mean? *
*****************************************************************************
Read The Manual. If it's a specific problem, I'll probably be kind and
tell you where to look in the manual. However, if I get the impression you
haven't even looked for a solution in the manual, expect no mercy ...
Ben Davis
entheh@users.sf.net
IRC EFnet #dumb
See readme.txt for details on using IRC.

View file

@ -0,0 +1,113 @@
/* _______ ____ __ ___ ___
* \ _ \ \ / \ / \ \ / / ' ' '
* | | \ \ | | || | \/ | . .
* | | | | | | || ||\ /| |
* | | | | | | || || \/ | | ' ' '
* | | | | | | || || | | . .
* | |_/ / \ \__// || | |
* /_______/ynamic \____/niversal /__\ /____\usic /| . . ibliotheque
* / \
* / . \
* fnptr.txt - Function pointer explanation. / / \ \
* | < / \_
* | \/ /\ /
* \_ / > /
* | \ / /
* | ' /
* \__/
*/
C allows you to create and use function pointers. A function pointer is a
variable that points to a function, and you can use it to call that function.
Why is this useful?
Function pointers can be passed as parameters. As an example, here's a
function from Allegro:
void create_light_table(COLOR_MAP *table, const PALETTE pal, int r, g, b,
void (*callback)(int pos));
Don't worry about the syntax just yet, but the last parameter, 'callback', is
a pointer to a function that takes an int parameter. create_light_table() can
take some time to complete its work, and you may want to display a progress
indicator. So you write a function to draw the progress indicator, and then,
for 'callback', you specify a pointer to your function. This will enable
create_light_table() to call your function at intervals during its
processing. (If you don't want to use the callback, you can pass NULL, but
this only works because create_light_table() checks actively for NULL. You
can't always specify NULL when you want nothing to happen.)
There are many other uses. In addition to using function pointers as
parameters, Allegro has some global function pointers you can set to point to
your functions. Function pointers can also be used in structs, and this is
where DUMB makes the most use of them.
So how are they used?
void bar(void) { ... } /* Here's a function */
void (*foo)(void) = &bar; /* Take a pointer */
(*foo)(); /* Call the function */
char *baz(float a) { ... } /* Here's another function */
char *(*foobarbaz)(float a) = &baz; /* Take a pointer */
char *rv = (*foobarbaz)(0.1); /* Call the function */
In both these cases, note how the statement for calling the pointed-to
function (third line) resembles the definition of the function pointer
(second line). This is true of any variable in C, and can lead to some truly
obfuscated definitions if you are that way inclined. Such definitions can be
clarified with typedefs, but before you use those, it is important you
understand how the above statements work. I speak from experience: function
pointer notation looks random and scary, until you understand why it's the
way it is; then it makes perfect sense.
(It is actually permissible to omit the & when taking a pointer and to write
e.g. foobarbaz(0.1) instead of (*foobarbaz)(0.1). However, I recommend not
doing this, since the syntax for using the pointer no longer resembles the
definition. Writing e.g. (*foobarbaz)(0.1) also makes a clear distinction
between function pointer calls and ordinary function calls, which makes code
more readable.)
Note that function pointers have the return value and parameter list
specified. A function pointer can only point to a function with a matching
return value and matching parameters. (You can break this rule by casting the
pointer explicitly, but there is no situation where doing so is portable to
all computers, and I strongly advise against it unless you're writing system
code. If you're not sure whether you're writing system code or not, then
you're not.)
The parameter names need not match (although the types must). If you wish to
rename a parameter in your function, you do not have to change the function
pointer accordingly. In fact, when you define a function pointer, you don't
even have to specify the names of parameters if you don't want to. I normally
do so for clarity.
It is possible to typedef a function pointer. In order to typedef a function
pointer, you start by declaring the pointer as a variable:
void (*myfunc)(void);
Then you write 'typedef' before it and replace the variable name, which is
myfunc, with the type name (this rule can be applied to any variable when you
want to use typedef):
typedef void (*MYTYPE)(void);
Now 'MYTYPE' represents a pointer to a function with no parameters and no
return value. The following two lines are completely equivalent:
MYTYPE myfunc;
void (*myfunc)(void);
Note that we use MYTYPE without an asterisk (*), since it is already a
pointer.
That's it. If you feel anything should be explained better here, or if you
feel something should be added, please don't hesitate to let me know!
Ben Davis
entheh@users.sf.net
IRC EFnet #dumb
See readme.txt for details on using IRC.

View file

@ -0,0 +1,845 @@
/* _______ ____ __ ___ ___
* \ _ \ \ / \ / \ \ / / ' ' '
* | | \ \ | | || | \/ | . .
* | | | | | | || ||\ /| |
* | | | | | | || || \/ | | ' ' '
* | | | | | | || || | | . .
* | |_/ / \ \__// || | |
* /_______/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 do any of its own file input. You have to tell
it how to read files. Don't worry, it's easy. Simply call the following
function near the beginning of your program, after your atexit() call:
dumb_register_stdfiles();
This tells DUMB to use ordinary stdio FILE structs for reading and writing
files. 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. If you are loading datafiles, your
executable might be slightly smaller if you use dumb_register_packfiles().
On the other hand, 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 (you will
be reminded that you can remove the function call).
5. If you are using Allegro, you'll have to initialise Allegro's sound
system. In most cases the following line will do the job:
install_sound(DIGI_AUTODETECT, MIDI_NONE, NULL);
You may like to initialise a MIDI driver though; see Allegro's docs for
details. Put this line after allegro_init().
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, so do not
try. DUMB's functions provide everything you need; if you disagree, 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("a_one.it");
myduh = dumb_load_xm("a_two.xm");
myduh = dumb_load_s3m("a_one_two.s3m");
myduh = dumb_load_mod("three_four.mod");
Obviously you can use relative or absolute paths as normal. You should
always use forward slash (/), not backslash (\), when coding in C and
similar languages.
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 file that
consumes a lot of processor time), but beware that any streaming audio
format is likely to be substantially larger than the module file you
generate it from, and formats like MP3 will be lower quality. You might
not be able to hear the difference between the MP3 and the original, but
many people can and don't like it, so please consider them. I'm one of
them. If you really want to use a lossy compression format, I highly
recommend Ogg Vorbis:
http://www.vorbis.com/
But I digress.
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. 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 kill DOS? 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.
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 has 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
takes a lot of processor power. Try reducing it if you have an older
computer 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 nor will they 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(). The length
returned by duh_get_length() is in the same units as the aforementioned
position; see dumb.txt for more information on this function. 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.
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's generated:
typedef int sample_t;
typedef void (*DUH_SIGRENDERER_ANALYSER_CALLBACK)(void *data,
const sample_t *const *samples, int n_channels, long length);
void duh_sigrenderer_set_analyser_callback(DUH_SIGRENDERER *sigrenderer,
DUH_SIGRENDERER_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_get_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. Refer to it as follows:
samples[channel_number][sample_position]
where 0 <= channel_number < n_channels,
and 0 <= sample_position < length.
In addition you can pass any 'data' pointer you like to
duh_sigrenderer_set_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_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);
}
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().
WARNING: after passing a pointer to an "encapsulate" function, do not use
that pointer again. (More specifically, do not use it again if
the function returns NULL, because the function will have
destroyed the pointer if this happens, to help prevent memory
leaks.) There will be a "get" function with which you can obtain
the original pointer if it is still valid, or NULL otherwise.
The above functions will fail (safely) if you try to use them with a DUH
that contains a different type of music.
Notice that there is no 'pos' parameter. If you would like to skip through
the music, you can use this function:
long duh_sigrenderer_get_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_get_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.
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(DUMB_DAT_IT);
dumb_register_dat_xm(DUMB_DAT_XM);
dumb_register_dat_s3m(DUMB_DAT_S3M);
dumb_register_dat_mod(DUMB_DAT_MOD);
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 make 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 (but if you really
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;
Note that 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.
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_get_samples(DUH_SIGRENDERER *sigrenderer,
float volume, float delta, long size, 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_get_samples()
will generate samples in the internal 32-bit format, with a normal range from
-0x800000 to 0x7FFFFF and with each channel in a separate array; duh_render()
will convert to 8 or 16 bits, signed or unsigned, with stereo samples
interleaved, 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_get_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_get_samples() you will have to use the following
functions:
sample_t **create_sample_buffer(int n_channels, long length);
void destroy_sample_buffer(sample_t **samples);
void dumb_silence(sample_t *samples, long length);
create_sample_buffer() allocates the channels sequentially in memory, so the
following technique is valid:
sample_t **samples = create_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_get_samples() mixes what it renders with the existing
contents of the buffer.
The return values from duh_render() and duh_sigrenderer_get_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_get_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.
*********************
*** 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
IRC EFnet #dumb
See readme.txt for details on using IRC.

View file

@ -0,0 +1,137 @@
/* _______ ____ __ ___ ___
* \ _ \ \ / \ / \ \ / / ' ' '
* | | \ \ | | || | \/ | . .
* | | | | | | || ||\ /| |
* | | | | | | || || \/ | | ' ' '
* | | | | | | || || | | . .
* | |_/ / \ \__// || | |
* /_______/ynamic \____/niversal /__\ /____\usic /| . . ibliotheque
* / \
* / . \
* modplug.txt - Our official position regarding / / \ \
* compatibility with ModPlug | < / \_
* Tracker. | \/ /\ /
* \_ / > /
* | \ / /
* | ' /
* \__/
*/
********************
*** Introduction ***
********************
ModPlug Tracker is a very popular tracker for Windows. Its popularity is due
to the intuitive interface and its many advanced features. The author has
done a good job with this piece of software, but sadly in doing so he has
desecrated the IT file format.
I am not against ModPlug Tracker being used to write music modules. As
already stated, it has some very advanced and convenient features; I use it
myself. However, I believe its users should be aware of the entire situation
before using it for any serious work.
ModPlug Tracker - http://www.modplug.com/
*************************
*** Incompatibilities ***
*************************
There are a few situations in which ModPlug Tracker misinterprets the
original module formats. I shall list the five I am most aware of, from least
to most annoying:
5. Create a multisample instrument, for example a piano. Play a low note.
Then go up the scale, but in the pattern data, make sure the instrument
column is blank; put in only the notes. Play this with ModPlug Tracker,
and play it with Impulse Tracker. Impulse Tracker changes sample as you go
up the scale; ModPlug Tracker does not.
4. Arpeggio and Retrigger Note effects behave badly when combined with
Portamento, which can appear in the volume column. While Retrigger Note
isn't too bad, Arpeggio sounds completely wrong. Try it and see what
happens. Then repeat the experiment in Impulse Tracker.
3. The filter algorithm is incorrect, in more ways than one. When Jeffrey Lim
programmed the low-pass resonant filters into Impulse Tracker, he used a
standard filter algorithm with a slight modification to achieve greater
resonance. ModPlug Tracker does not incorporate this modification.
Furthermore, ModPlug Tracker uses integer arithmetic with nowhere near
enough precision; the wave output is really poor in some cases. I don't
doubt it damages the acoustic properties of the filters in subtle ways.
2. When looping, ModPlug Tracker resets all variables. The original trackers
do not do this.
1. Worst of all, ModPlug Tracker has no regard for playback volume, and
generally has a much lower output level than the original trackers.
Cases 3, 2 and 1 lead people to write IT files that play badly in the
original trackers. If some of these problems could be fixed, I'd be all for
it - but these problems have been reported to the author and he had no
motivation to fix them. ModPlug Tracker has been around long enough that
fixing 3, 2 and 1 would be detrimental to too many people's music.
******************
*** Extensions ***
******************
Worse than the incompatibilities are the extensions ModPlug Tracker makes,
mostly to the IT format. DUMB currently supports one of these extensions,
namely stereo samples, but supporting the others is not high on my list of
priorities.
Other extensions ModPlug Tracker has provided mostly take the form of extra
effects. For instance, S98 and S99 can be used to enable or disable reverb. I
believe the latest versions of ModPlug Tracker offer alternative types of
filter, such as high-pass and band-pass. As soon as an IT file uses any of
these features, it will play incorrectly with Impulse Tracker.
By far the most evil extension provided by ModPlug Tracker is the effect
plug-ins. These enable IT files to use VST effects. I recently downloaded an
IT file that uses some effects from a collection named "DirectX Media Audio
Effects". When can we expect these effects to be ported to Linux?
******************
*** Conclusion ***
******************
ModPlug Tracker is trying to be two things at once. It wants to be an editor
for the existing formats, but at the same time it wants to be proprietary,
with all its own features and extensions. Unfortunately it is succeeding;
there are many IT files out there that only play right in ModPlug Tracker. In
my opinion, ModPlug Tracker should have come out with its own file format, in
which all these extensions would have found a home.
If you are going to use ModPlug Tracker's extensions, I recommend you
ultimately convert your music to a streamed format such as Ogg Vorbis. (If
you were thinking of using MP3, then don't - consider using Ogg Vorbis
instead.) If you release IT files that use ModPlug Tracker's extensions,
please state prominently that the files are designed to be played with
ModPlug Tracker. Finally, don't ask me to support ModPlug Tracker's
extensions; ModPlug Tracker's playback code is available for use in your
games, so use that instead.
Ogg Vorbis - http://www.vorbis.com/
Despite all the above problems, don't forget that ModPlug Tracker does have a
lot of very useful features for editing files. These include a function for
removing unused patterns, samples and instruments, drag-and-drop sample and
instrument ripping, drop-down menus for selecting the effects by name without
having to memorise the codes or refer to help, and lots of other nice things.
I do recommend it as an editor, provided you make sure you are aware of the
situation and do not use ModPlug Tracker's extensions or incompatibilities
inadvertently.
Oh, and by the way, save your final version with Impulse Tracker. Then the
samples will be compressed for you!
Ben Davis
entheh@users.sf.net
IRC EFnet #dumb
See readme.txt for details on using IRC.

View file

@ -0,0 +1,129 @@
/* _______ ____ __ ___ ___
* \ _ \ \ / \ / \ \ / / ' ' '
* | | \ \ | | || | \/ | . .
* | | | | | | || ||\ /| |
* | | | | | | || || \/ | | ' ' '
* | | | | | | || || | | . .
* | |_/ / \ \__// || | |
* /_______/ynamic \____/niversal /__\ /____\usic /| . . ibliotheque
* / \
* / . \
* ptr.txt - Pointer explanation. / / \ \
* | < / \_
* | \/ /\ /
* \_ / > /
* | \ / /
* | ' /
* \__/
*/
A pointer is a small variable (often the same size as an int BUT NOT ALWAYS)
that holds the address of something in memory. You create a pointer by adding
a * to a variable, as follows:
int x, *y;
x = 5;
y = &x;
The & means 'address of', so &x gives us a pointer to x. We are storing it in
y.
(*y)++;
The * here means 'value at'. It's known as the 'dereferencing' operator. When
written before a pointer, as it is here, it allows you to treat the value
like a normal variable. In this case we are incrementing the value. If we
look at x, we'll find that it now contains 6, not 5.
y++;
Here we are incrementing the pointer itself. This is useful for traversing
through an array, but in this particular example it is not much use.
*y++;
Beware; this will increment the pointer, not the value stored there. It will
return the value stored at the pointer (before incrementing the pointer), so
you can use this in a bigger expression. This is why we needed brackets in
the first example.
Note that you will not need these three examples when working with DUMB; they
are simply to help illustrate the idea of pointers.
Also be aware that when defining pointers you attach the * to the variable,
not to the type. The following example will create a pointer and an int, not
two pointers:
int *a, b;
That is why I believe it's a good idea to put a space before the * and not
after it, although programmers are divided on this.
y = 0;
y = NULL;
These two statements are equivalent. 0, or NULL, is a special value that is
guaranteed to have a different value from any valid pointer. This is most
often used to indicate that something doesn't point anywhere. DUMB's
functions may return it on occasion. However, in simple usage of DUMB, you
will not actually need to check for it.
Some of DUMB's functions return pointers to structs. (A struct is an
aggregration of other variables, such as ints, pointers, or other structs.
You can generally treat a struct as a single unit.) Here's an example of such
a function:
DUH *dumb_load_it(const char *filename);
You do not know what the DUH struct actually contains; dumb.h and aldumb.h
only give the compiler enough information to deal with pointers to them. DUMB
will take charge of everything that happens inside a DUH struct.
The above function will create a DUH struct for you. First it allocates
the memory it needs, then it fills the struct with data, then it returns a
pointer. This DUH struct will contain the data necessary to play an IT file.
You can define a suitable variable and store the pointer in it as follows:
DUH *duh = dumb_load_it("music.it");
Or this can be split up:
DUH *duh;
duh = dumb_load_it("music.it");
In order to use this DUH struct later, you must pass its pointer to other
functions. To pass the pointer to a function, simply write 'duh' for the
appropriate parameter.
When you've finished with a DUH struct (this applies equally to the other
structs DUMB deals with), you must pass it to an appropriate function for
freeing up the memory:
unload_duh(duh);
After you've done this, the memory will no longer be allocated, and the
pointer will have no meaning. You may wish to set it to NULL at this point
for safety. Alternatively just be sure not to use the present value of the
pointer any more. You can of course assign a new value to the pointer, e.g.
by calling dumb_load_it() again.
Note the following:
DUH *duh2 = duh;
This only duplicates the pointer, not the DUH itself. You still only have one
copy of the DUH. There is no way of duplicating a DUH, short of loading it
twice. This is not a problem, because DUMB can play it 'twice at the same
time' anyway.
That should be all you need to know about pointers in order to use DUMB. If
there's anything you feel should be explained better here, or anything else
that should be added, please don't hesitate to let me know!
Ben Davis
entheh@users.sf.net
IRC EFnet #dumb
See readme.txt for details on using IRC.