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1. Overview The README from the SDL_mixer distribution
2. Getting Started Using SDL_mixer
3. Conflicts Conflicts with SDL Audio functions
4. Functions Functions supported by the SDL_mixer API 5. Types Types used with the SDL_mixer API 6. Defines Defined values/macros in the SDL_mixer API
7. Glossary Terms used in this document
Index Index of selected words
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I am currently, as I write this document, a programmer for Raytheon. There I do all sorts of communications, network, GUI, and other general programming tasks in C/C++ on the Solaris and sometimes Linux Operating Systems. I have been programming sound code in my free time for only a little while now. Sound is an integral part to any game. The human senses are mostly starved during video game play. there's only some tactile feedback on some controlers, and of course the eyes are in use but only for about 30% of their viewing area. So to add more we do need sound to help the game player feel more in the action, and to set certain moods as the game progresses. Sound ends up accounting for perhaps 50% or more of a gamers experience. Music and sound effects are all integral parts of the gaming experience. While this document doesn't explain how to get music and samples to use, it will explain how to use them with SDL_mixer.
Feel free to contact me: jcatki@jcatki.no-ip.org
I am also usually on IRC at irc.freenode.net in the #SDL channel as LIM
This is the README in the SDL_mixer source archive.
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SDL_mixer 1.2
The latest version of this library is available from: Due to popular demand, here is a simple multi-channel audio mixer. It supports 8 channels of 16 bit stereo audio, plus a single channel of music, mixed by the popular MikMod MOD, Timidity MIDI and SMPEG MP3 libraries. See the header file SDL_mixer.h and the examples playwave.c and playmus.c for documentation on this mixer library. The mixer can currently load Microsoft WAVE files and Creative Labs VOC files as audio samples, and can load MIDI files via Timidity and the following music formats via MikMod: .MOD .S3M .IT .XM. It can load Ogg Vorbis streams as music if built with the Ogg Vorbis libraries, and finally it can load MP3 music using the SMPEG library. The process of mixing MIDI files to wave output is very CPU intensive, so if playing regular WAVE files sound great, but playing MIDI files sound choppy, try using 8-bit audio, mono audio, or lower frequencies. To play MIDI files, you'll need to get a complete set of GUS patches from: Timidity GUS Patches and unpack them in /usr/local/lib under UNIX, and C:\ under Win32. This library is available under the GNU Library General Public License, see the file "COPYING" for details. |
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This assumes you have gotten SDL_mixer and installed it on your system. SDL_mixer has an INSTALL document in the source distribution to help you get it compiled and installed.
Generally, installation consists of:
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SDL_mixer supports playing music and sound samples from the following formats:
- WAVE/RIFF (.wav)
- AIFF (.aiff)
- VOC (.voc)
- MOD (.mod .xm .s3m .669 .it .med and more) using included mikmod
- MIDI (.mid) using timidity or native midi hardware
- OggVorbis (.ogg) requiring ogg/vorbis libraries on system
- MP3 (.mp3) requiring SMPEG library on system
- also any command-line player, which is not mixed by SDL_mixer...
You may also want to look at some demonstration code which may be downloaded from:
http://jcatki.no-ip.org/SDL_mixer/
2.1 Includes The include files to use for SDL_mixer 2.2 Compiling Using the SDL_mixer library and header file.
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To use SDL_mixer functions in a C/C++ source code file, you must use the SDL_mixer.h include file:
#include "SDL_mixer.h"
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To link with SDL_mixer you should use sdl-config to get the required SDL
compilation options. After that, compiling with SDL_mixer is quite easy.
Note: Some systems may not have the SDL_mixer library and include file in the same place as the SDL library and includes are located, in that case you will need to add more -I and -L paths to these command lines.
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Simple Example for compiling an object file:
Simple Example for compiling an object file:
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Now myprogram is ready to run.
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When using SDL_mixer functions you need to avoid the following functions from SDL:
SDL_OpenAudio
Mix_OpenAudio instead.
SDL_CloseAudio
Mix_CloseAudio instead.
SDL_PauseAudio
Mix_Pause(-1) and Mix_PauseMusic instead, to pause.Mix_Resume(-1) and Mix_ResumeMusic instead, to unpause.
SDL_LockAudio
SDL_UnlockAudio
You may call the following functions freely:
SDL_AudioDriverName
SDL_GetAudioStatus
It is also a BAD idea to call SDL_mixer and SDL audio functions from a callback. Callbacks include Effects functions and other SDL_mixer audio hooks.
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These are the functions in the SDL_mixer API.
4.1 General API activation 4.2 Samples Loading sounds from files or memory 4.3 Channels Sound effect channels 4.4 Groups Sound effect channel grouping 4.5 Music Music playing 4.6 Effects Special effects processing
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These functions are useful, as they are the only/best ways to work with SDL_mixer.
Info
Activation
4.1.1 Mix_Linked_Version Get version number
Errors
4.1.2 Mix_OpenAudio Open sound mixer 4.1.3 Mix_CloseAudio Close sound mixer
Settings
4.1.4 Mix_SetError Set the current error string 4.1.5 Mix_GetError Get the current error string
4.1.6 Mix_QuerySpec Get output format
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const SDL_version *Mix_Linked_Version()
void MIX_VERSION(SDL_version *compile_version)
This works similar to SDL_Linked_Version and SDL_VERSION.
Using these you can compare the runtime version to the version that you compiled with.
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See Also:
4.1.2 Mix_OpenAudio,
4.1.6 Mix_QuerySpec
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int Mix_OpenAudio(int frequency, Uint16 format, int channels, int chunksize)
Initialize the mixer API.
This must be called before using other functions in this library.
SDL must be initialized with SDL_INIT_AUDIO before this call.
frequency would be 44100 for 44.1KHz, which is CD audio rate. Most games use 22050, because 44100 requires too much CPU power on older computers.
chunksize is the size of each mixed sample. The smaller this is the more your hooks will be called. If make this too small on a slow system, sound may skip. If made to large, sound effects will lag behind the action more. You want a happy medium for your target computer. You also may make this 4096, or larger, if you are just playing music.
MIX_CHANNELS(8) mixing channels will be allocated by default.
You may call this function multiple times, however you will have to call Mix_CloseAudio just as many times for the device to actually close. The format will not changed on subsequent calls. So you will have to close all the way before trying to open with different format parameters.
format is based on SDL audio support, see SDL_audio.h.
Here are the values listed there:
Returns: 0 on success, -1 on errors
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See Also:
4.1.3 Mix_CloseAudio,
4.1.6 Mix_QuerySpec,
4.3.1 Mix_AllocateChannels
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void Mix_CloseAudio()
Shutdown and cleanup the mixer API.
After calling this all audio is stopped, the device is closed,
and the SDL_mixer functions should not be used.
You may, of course, use Mix_OpenAudio to start the functionality again.
Note: This function doesn't do anything until you have called it the same
number of times that you called Mix_OpenAudio.
You may use Mix_QuerySpec to find out how many times Mix_CloseAudio
needs to be called before the device is actually closed.
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See Also:
4.1.2 Mix_OpenAudio,
4.1.6 Mix_QuerySpec
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void Mix_SetError(const char *fmt, ...)
This is the same as SDL_SetError, which sets the error string which may be fetched with Mix_GetError (or SDL_GetError).
This functions acts like printf, except that it is limited to SDL_ERRBUFIZE(1024) chars in length. It only accepts the following format types: %s, %d, %f, %p. No variations are supported, like %.2f would not work. For any more specifics read the SDL docs.
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See Also:
4.1.5 Mix_GetError
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char *Mix_GetError()
This is the same as SDL_GetError, which returns the last error set as a string which you may use to tell the user what happened when an error status has been returned from an SDL_mixer function call.
Returns: a char pointer (string) containing a humam readble version or the reason for the last error that occured.
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See Also:
4.1.4 Mix_SetError
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int Mix_QuerySpec(int *frequency, Uint16 *format, int *channels)
Get the actual audio format in use by the opened audio device. This may or may not match the parameters you passed to Mix_OpenAudio.
Returns: 0 on error. If the device was open the number of times it was opened will be returned. The values of the arguments variables are not set on an error.
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See Also:
4.1.2 Mix_OpenAudio
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These functions work with Mix_Chunk samples.
Loading
Settings
4.2.1 Mix_LoadWAV From a file 4.2.2 Mix_LoadWAV_RW Using RWops 4.2.3 Mix_QuickLoad_WAV From memory, in output format already 4.2.4 Mix_QuickLoad_RAW From memory, in output format already
Freeing
4.2.5 Mix_VolumeChunk Set mix volume
4.2.6 Mix_FreeChunk Free sample
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Mix_Chunk *Mix_LoadWAV(char *file)
Load file for use as a sample. This is actually Mix_LoadWAV_RW(SDL_RWFromFile(file, "rb"), 1). This can load WAVE, AIFF, RIFF, OGG, and VOC files.
Note: You must call SDL_OpenAudio before this. It must know the output characteristics so it can convert the sample for playback, it does this conversion at load time.
Returns: a pointer to the sample as a Mix_Chunk. NULL is returned on errors.
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See Also:
4.2.2 Mix_LoadWAV_RW,
4.2.3 Mix_QuickLoad_WAV,
4.2.6 Mix_FreeChunk
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Mix_Chunk *Mix_LoadWAV_RW(SDL_RWops *src, int freesrc)
Load src for use as a sample. This can load WAVE, AIFF, RIFF, OGG, and VOC formats.
Using SDL_RWops is not covered here, but they enable you to load from almost any source.
Note: You must call SDL_OpenAudio before this. It must know the output characteristics so it can convert the sample for playback, it does this conversion at load time.
Returns: a pointer to the sample as a Mix_Chunk. NULL is returned on errors.
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See Also:
4.2.1 Mix_LoadWAV,
4.2.3 Mix_QuickLoad_WAV,
4.2.6 Mix_FreeChunk
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Mix_Chunk *Mix_QuickLoad_WAV(Uint8 *mem)
Load mem as a WAVE/RIFF file into a new sample. The WAVE in mem must be already in the output format. It would be better to use Mix_LoadWAV_RW if you aren't sure.
Note: This function does very little checking. If the format mismatches the output format, or if the buffer is not a WAVE, it will not return an error. This is probably a dangerous function to use.
Returns: a pointer to the sample as a Mix_Chunk. NULL is returned on errors.
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See Also:
4.2.1 Mix_LoadWAV,
4.2.4 Mix_QuickLoad_RAW,
4.2.6 Mix_FreeChunk
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Mix_Chunk *Mix_QuickLoad_RAW(Uint8 *mem)
Load mem as a raw sample. The data in mem must be already in the output format. If you aren't sure what you are doing, this is not a good function for you!
Note: This function does very little checking. If the format mismatches the output format it will not return an error. This is probably a dangerous function to use.
Returns: a pointer to the sample as a Mix_Chunk. NULL is returned on errors, such as when out of memory.
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See Also:
4.2.1 Mix_LoadWAV,
4.2.3 Mix_QuickLoad_WAV,
4.2.6 Mix_FreeChunk
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int Mix_VolumeChunk(Mix_Chunk *chunk, int volume)
Set chunk->volume to volume.
The volume setting will take effect when the chunk is used on a channel, being mixed into the output.
Returns: previous chunk->volume setting. if you passed a negative value for volume then this volume is still the current volume for the chunk.
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See Also:
5.1 Mix_Chunk
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void Mix_FreeChunk(Mix_Chunk *chunk)
Free the memory used in chunk, and free chunk itself as well. Do not use chunk after this without loading a new sample to it. Note: It's a bad idea to free a chunk that is still being played...
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See Also:
4.2.1 Mix_LoadWAV,
4.2.2 Mix_LoadWAV_RW,
4.2.3 Mix_QuickLoad_WAV,
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These functions work with sound effect mixer channels. Music is not affected by these functions.
Setup
Playing
4.3.1 Mix_AllocateChannels Set the number of channels to mix 4.3.2 Mix_Volume Set the mix volume of a channel
Pausing
4.3.3 Mix_PlayChannel Play loop 4.3.4 Mix_PlayChannelTimed Play loop and limit by time 4.3.5 Mix_FadeInChannel Play loop with fade in 4.3.6 Mix_FadeInChannelTimed Play loop with fade in and limit by time
Stopping
4.3.7 Mix_Pause Pause a channel 4.3.8 Mix_Resume Resume a paused channel
Info
4.3.9 Mix_HaltChannel Stop playing on a channel 4.3.10 Mix_ExpireChannel Change the timed stoppage of a channel 4.3.11 Mix_FadeOutChannel Stop playing channel after timed fade out 4.3.12 Mix_ChannelFinished Set callback for when channel finishes playing
4.3.13 Mix_Playing Get the active playing status of a channel 4.3.14 Mix_Paused Get the pause status of a channel 4.3.15 Mix_FadingChannel Get the fade status of a channel 4.3.16 Mix_GetChunk Get the sample playing on a channel
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int Mix_AllocateChannels(int numchans)
Set the number of channels being mixed. This can be called multiple times, even with sounds playing. If numchans is less than the current number of channels, then the higher channels will be stopped, freed, and therefore not mixed any longer. It's probably not a good idea to change the size 1000 times a second though.
If any channels are deallocated, any callback set by Mix_ChannelFinished will be called when each channel is halted to be freed.
Note: passing in zero WILL free all mixing channels, however music will still play.
Returns: The number of channels allocated. Never fails...but a high number of channels can segfault if you run out of memory. We're talking REALLY high!
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See Also:
4.1.2 Mix_OpenAudio
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int Mix_Volume(int channel, int volume)
-1 will set the volume for all allocated channels.
Set the volume for any allocated channel. If channel is -1 then all channels at are set at once. The volume is applied during the final mix, along with the sample volume. So setting this volume to 64 will halve the output of all samples played on the specified channel. All channels default to a volume of 128, which is the max. Newly allocated channels will have the max volume set, so setting all channels volumes does not affect subsequent channel allocations.
Returns: current volume of the channel. If channel is -1, the average volume is returned.
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See Also:
4.2.5 Mix_VolumeChunk,
4.5.7 Mix_VolumeMusic
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int Mix_PlayChannel(int channel, Mix_Chunk *chunk, int loops)
Play chunk on channel, or if channel is -1, pick the first free unreserved channel.
The sample will play for loops+1 number of times, unless stopped by halt, or fade out, or setting a new expiration time of less time than it would have originally taken to play the loops, or closing the mixer.
Note: this just calls Mix_PlayChannelTimed() with ticks set to -1.
Returns: the channel the sample is played on. On any errors, -1 is returned.
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See Also:
4.3.4 Mix_PlayChannelTimed,
4.3.5 Mix_FadeInChannel,
4.3.9 Mix_HaltChannel,
4.3.10 Mix_ExpireChannel,
4.4.1 Mix_ReserveChannels
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int Mix_PlayChannelTimed(int channel, Mix_Chunk *chunk,
int loops, int ticks)
If the sample is long enough and has enough loops then the sample will stop after ticks milliseconds. Otherwise this function is the same as 4.3.3 Mix_PlayChannel.
Returns: the channel the sample is played on. On any errors, -1 is returned.
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See Also:
4.3.3 Mix_PlayChannel,
4.3.6 Mix_FadeInChannelTimed,
4.3.11 Mix_FadeOutChannel,
4.4.1 Mix_ReserveChannels
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int Mix_FadeInChannel(int channel, Mix_Chunk *chunk,
int loops, int ms)
Play chunk on channel, or if channel is -1, pick the first free unreserved channel.
The channel volume starts at 0 and fades up to full volume over ms milliseconds of time. The sample may end before the fade-in is complete if it is too short or doesn't have enough loops.
The sample will play for loops+1 number of times, unless stopped by halt, or fade out, or setting a new expiration time of less time than it would have originally taken to play the loops, or closing the mixer.
Note: this just calls Mix_FadeInChannelTimed() with ticks set to -1.
Returns: the channel the sample is played on. On any errors, -1 is returned.
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See Also:
4.3.3 Mix_PlayChannel,
4.3.6 Mix_FadeInChannelTimed,
4.3.15 Mix_FadingChannel,
4.3.11 Mix_FadeOutChannel,
4.4.1 Mix_ReserveChannels
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int Mix_FadeInChannelTimed(int channel, Mix_Chunk *chunk,
int loops, int ms, int ticks)
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If the sample is long enough and has enough loops then the sample will stop after ticks milliseconds. Otherwise this function is the same as 4.3.5 Mix_FadeInChannel.
Returns: the channel the sample is played on. On any errors, -1 is returned.
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See Also:
4.3.4 Mix_PlayChannelTimed,
4.3.5 Mix_FadeInChannel,
4.3.15 Mix_FadingChannel,
4.3.9 Mix_HaltChannel,
4.3.10 Mix_ExpireChannel,
4.4.1 Mix_ReserveChannels
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void Mix_Pause(int channel)
Pause channel, or all playing channels if -1 is passed in. You may still halt a paused channel.
Note: Only channels which are actively playing will be paused.
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See Also:
4.3.8 Mix_Resume,
4.3.14 Mix_Paused,
4.3.9 Mix_HaltChannel
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void Mix_Resume(int channel)
Unpause channel, or all playing and paused channels if -1 is passed in.
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See Also:
4.3.7 Mix_Pause,
4.3.14 Mix_Paused
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int Mix_HaltChannel(int channel)
Halt channel playback, or all channels if -1 is passed in.
Any callback set by Mix_ChannelFinished will be called.
Returns: always returns zero. (kinda silly)
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See Also:
4.3.10 Mix_ExpireChannel,
4.3.11 Mix_FadeOutChannel,
4.3.12 Mix_ChannelFinished
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int Mix_ExpireChannel(int channel, int ticks)
Halt channel playback, or all channels if -1 is passed in, after ticks milliseconds.
Any callback set by Mix_ChannelFinished will be called when the channel expires.
Returns: Number of channels set to expire. Whether or not they are active.
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See Also:
4.3.9 Mix_HaltChannel,
4.3.11 Mix_FadeOutChannel,
4.3.12 Mix_ChannelFinished
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int Mix_FadeOutChannel(int channel, int ms)
Gradually fade out which channel over ms milliseconds starting from now.
The channel will be halted after the fade out is completed. Only channels that are playing are set to fade out, including paused channels.
Any callback set by Mix_ChannelFinished will be called when the channel finishes fading out.
Returns: The number of channels set to fade out.
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See Also:
4.3.5 Mix_FadeInChannel,
4.3.6 Mix_FadeInChannelTimed,
4.3.15 Mix_FadingChannel,
4.3.12 Mix_ChannelFinished
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void Mix_ChannelFinished(void (*channel_finished)(int channel))
When channel playback is halted, then the specified channel_finished function is called. The channel parameter will contain the channel number that has finished.
NOTE: NEVER call SDL_Mixer functions, nor SDL_LockAudio, from a callback function.
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See Also:
4.3.9 Mix_HaltChannel,
4.3.10 Mix_ExpireChannel
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int Mix_Playing(int channel)
Tells you if channel is playing, or not.
Note: Does not check if the channel has been paused.
Returns: Zero if the channel is not playing. Otherwise if you passed in -1, the number of channels playing is returned. If you passed in a specific channel, then 1 is returned if it is playing.
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See Also:
4.3.14 Mix_Paused,
5.4 Mix_Fading,
4.3.3 Mix_PlayChannel,
4.3.7 Mix_Pause,
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int Mix_Paused(int channel)
Tells you if channel is paused, or not.
Note: Does not check if the channel has been halted after it was paused, which may seem a little weird.
Returns: Zero if the channel is not paused. Otherwise if you passed in -1, the number of paused channels is returned. If you passed in a specific channel, then 1 is returned if it is paused.
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See Also:
4.3.13 Mix_Playing,
4.3.7 Mix_Pause,
4.3.8 Mix_Resume
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Mix_Fading Mix_FadingChannel(int which)
Tells you if which channel is fading in, out, or not. Does not tell you if the channel is playing anything, or paused, so you'd need to test that separately.
Returns: the fading status. Never returns an error.
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See Also:
5.4 Mix_Fading,
4.3.13 Mix_Playing,
4.3.14 Mix_Paused,
4.3.5 Mix_FadeInChannel,
4.3.6 Mix_FadeInChannelTimed,
4.3.11 Mix_FadeOutChannel
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Mix_Chunk *Mix_GetChunk(int channel)
Get the most recent sample chunk pointer played on channel. This pointer may be currently playing, or just the last used.
Note: The actual chunk may have been freed, so this pointer may not be valid anymore.
Returns: Pointer to the Mix_Chunk. NULL is returned if the channel is not allocated, or if the channel has not played any samples yet.
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See Also:
5.1 Mix_Chunk,
4.3.13 Mix_Playing
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These functions work with groupings of mixer channels.
The default group tag number of -1, which refers to ALL channels.
Setup
TODO
4.4.1 Mix_ReserveChannels Prevent channels from being used in default group
Info
4.4.2 Mix_GroupChannel Add/remove channel to/from group 4.4.3 Mix_GroupChannels Add/remove segment of channels to/from group
Stopping
4.4.4 Mix_GroupCount Get number of channels in group 4.4.5 Mix_GroupAvailable Get first inactive channel in group 4.4.6 Mix_GroupOldest Get oldest busy channel in group 4.4.7 Mix_GroupNewer Get youngest busy channel in group
4.4.8 Mix_FadeOutGroup Fade out a group over time 4.4.9 Mix_HaltGroup Stop a group
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int Mix_ReserveChannels(int num)
Reserve num channels from being used when playing samples when passing in -1 as a channel number to playback functions. The channels are reserved starting from channel 0 to num-1. Passing in zero will unreserve all channels. Normally SDL_mixer starts without any channels reserved.
The following functions are affected by this setting:
4.3.3 Mix_PlayChannel
4.3.4 Mix_PlayChannelTimed
4.3.5 Mix_FadeInChannel
4.3.6 Mix_FadeInChannelTimed
Returns: The number of channels reserved. Never fails, but may return less channels than you ask for, depending on the number of channels previously allocated.
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See Also:
4.3.1 Mix_AllocateChannels
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int Mix_GroupChannel(int which, int tag)
Add which channel to group tag, or reset it's group to the default group tag (-1).
Returns: True(1) on success. False(0) is returned when the channel specified is invalid.
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See Also:
4.4.3 Mix_GroupChannels,
4.3.1 Mix_AllocateChannels
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int Mix_GroupChannels(int from, int to, int tag)
Add channels starting at from up through to to group tag, or reset it's group to the default group tag (-1).
Returns: The number of tagged channels on success. If that number is less than to-from+1 then some channels were no tagged because they didn't exist.
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See Also:
4.4.2 Mix_GroupChannel,
4.3.1 Mix_AllocateChannels
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int Mix_GroupCount(int tag)
Count the number of channels in group tag.
Returns: The number of channels found in the group. This function never fails.
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See Also:
4.4.2 Mix_GroupChannel,
4.4.3 Mix_GroupChannels
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int Mix_GroupAvailable(int tag)
Find the first available (not playing) channel in group tag.
Returns: The channel found on success. -1 is returned when no channels in the group are available.
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See Also:
4.4.6 Mix_GroupOldest,
4.4.7 Mix_GroupNewer,
4.4.2 Mix_GroupChannel,
4.4.3 Mix_GroupChannels
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int Mix_GroupOldest(int tag)
Find the oldest actively playing channel in group tag.
Returns: The channel found on success. -1 is returned when no channels in the group are playing or the group is empty.
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See Also:
4.4.7 Mix_GroupNewer,
4.4.5 Mix_GroupAvailable,
4.4.2 Mix_GroupChannel,
4.4.3 Mix_GroupChannels
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int Mix_GroupNewer(int tag)
Find the newest, most recently started, actively playing channel in group tag.
Returns: The channel found on success. -1 is returned when no channels in the group are playing or the group is empty.
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See Also:
4.4.6 Mix_GroupOldest,
4.4.5 Mix_GroupAvailable,
4.4.2 Mix_GroupChannel,
4.4.3 Mix_GroupChannels
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int Mix_FadeOutGroup(int tag, int ms)
Mix_FadeOutChannel(-1) for that instead.
Gradually fade out channels in group tag over ms milliseconds starting from now.
The channels will be halted after the fade out is completed. Only channels that are playing are set to fade out, including paused channels.
Any callback set by Mix_ChannelFinished will be called when each channel finishes fading out.
Returns: The number of channels set to fade out.
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See Also:
4.4.9 Mix_HaltGroup,
4.3.11 Mix_FadeOutChannel,
4.3.15 Mix_FadingChannel,
4.3.12 Mix_ChannelFinished
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int Mix_HaltGroup(int tag)
Mix_HaltChannel(-1) for that instead.
Halt playback on all channels in group tag.
Any callback set by Mix_ChannelFinished will be called once for each channel that stops.
Returns: always returns zero. (more silly than Mix_HaltChannel)
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See Also:
4.4.8 Mix_FadeOutGroup,
4.3.9 Mix_HaltChannel,
4.3.12 Mix_ChannelFinished
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These functions work with music. Music is not played on a normal mixer channel. Music is therefore manipulated separately, except in post-processing hooks.
Load
Free
4.5.1 Mix_LoadMUS Load a music file into a Mix_Music
Playing
4.5.2 Mix_FreeMusic Free a Mix_Music
Settings
4.5.3 Mix_PlayMusic Play music, with looping 4.5.4 Mix_FadeInMusic Play music, with looping, and fade in 4.5.5 Mix_FadeInMusicPos Play music from a start point, with looping, and fade in 4.5.6 Mix_HookMusic Hook for a custom music player
Stopping
4.5.7 Mix_VolumeMusic Set music volume 4.5.8 Mix_PauseMusic Pause music 4.5.9 Mix_ResumeMusic Resume paused music 4.5.10 Mix_RewindMusic Rewind music to beginning 4.5.11 Mix_SetMusicPosition Set position of playback in stream 4.5.12 Mix_SetMusicCMD Use external program for music playback
Info
4.5.13 Mix_HaltMusic Stop music playback 4.5.14 Mix_FadeOutMusic Stop music, with fade out 4.5.15 Mix_HookMusicFinished Set a callback for when music stops
4.5.16 Mix_GetMusicType Get the music encoding type 4.5.17 Mix_PlayingMusic Test whether music is playing 4.5.18 Mix_PausedMusic Test whether music is paused 4.5.19 Mix_FadingMusic Get status of current music fade activity 4.5.20 Mix_GetMusicHookData Retrieve the Mix_HookMusic arg
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Mix_Music *Mix_LoadMUS(const char *file)
Load music file to use. This can load WAVE, MOD, MIDI, OGG, MP3, and any file that you use a command to play with.
If you are using an external command to play the music, you must call Mix_SetMusicCMD before this, otherwise the internal players will be used. Alternatively, if you have set an external command up and don't want to use it, you must call Mix_SetMusicCMD(NULL) to use the built-in players again.
Returns: A pointer to a Mix_Music. NULL is returned on errors.
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See Also:
5.2 Mix_Music,
4.5.12 Mix_SetMusicCMD,
4.5.3 Mix_PlayMusic,
4.5.4 Mix_FadeInMusic,
4.5.5 Mix_FadeInMusicPos
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void Mix_FreeMusic(Mix_Music *music)
Free the loaded music. If music is playing it will be halted. If music is fading out, then this function will wait (blocking) until the fade out is complete.
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See Also:
4.5.1 Mix_LoadMUS
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int Mix_PlayMusic(Mix_Music *music<