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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetSample">FMUSIC_SetSample</A></H2>
Replaces a mod's sample with a sample definition specified.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetSample</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>int </B><B> </B><I>sampno</I><B>,</B><BR>
<B>FSOUND_SAMPLE *</B><I>sptr</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to set the sample for.<BR>
</TD><TR VALIGN=top><TD><I>sampno</I></TD>
<TD>index to sample inside module.<BR>
</TD><TR VALIGN=top><TD><I>sptr</I></TD>
<TD>Pointer to the sample definition to replace mod sample<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
Because of the instrument nature of some formats like XM, this function lists all the samples in order of instruments and their subsamples.<BR>
ie if instrument 1 has 2 samples and instrument 2 contains 3 samples, then sampno in this case would be 0 and 1 for instrument 1's samples, and 2,3 & 4 for instrument 2's samples. <BR>
------------<BR>
FMOD does not free the existing mod sample that you may be overwriting. If you do overwrite an existing handle, it may be lost, and you may incur a memory leak. It is a good idea to free the existing sample first before overwriting it.<BR>
------------<BR>
Important: For PlayStation 2, this function has to do a blocking query to the IOP, and can take significantly more time than a standard non blocking fmod function. This means it is best to cache the pointers for samples while loading, and not call this function in realtime.<BR>
------------<BR>
This function is not supported with the MIDI format.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetSample.html">FMUSIC_GetSample</A>
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