/* Game music emulator library C interface (also usable from C++) */ /* Game_Music_Emu 0.6.0 */ #ifndef GME_H #define GME_H #ifdef __cplusplus extern "C" { #endif #define GME_VERSION 0x000600 /* 1 byte major, 1 byte minor, 1 byte patch-level */ /* Error string returned by library functions, or NULL if no error (success) */ typedef const char* gme_err_t; /* First parameter of most gme_ functions is a pointer to the Music_Emu */ typedef struct Music_Emu Music_Emu; /******** Basic operations ********/ /* Create emulator and load game music file/data into it. Sets *out to new emulator. */ gme_err_t gme_open_file( const char path [], Music_Emu** out, int sample_rate ); /* Number of tracks available */ int gme_track_count( Music_Emu const* ); /* Start a track, where 0 is the first track */ gme_err_t gme_start_track( Music_Emu*, int index ); /* Generate 'count' 16-bit signed samples info 'out'. Output is in stereo. */ gme_err_t gme_play( Music_Emu*, int count, short out [] ); /* Finish using emulator and free memory */ void gme_delete( Music_Emu* ); /******** Track position/length ********/ /* Set time to start fading track out. Once fade ends track_ended() returns true. Fade time can be changed while track is playing. */ void gme_set_fade( Music_Emu*, int start_msec ); /* True if a track has reached its end */ int gme_track_ended( Music_Emu const* ); /* Number of milliseconds (1000 = one second) played since beginning of track */ int gme_tell( Music_Emu const* ); /* Seek to new time in track. Seeking backwards or far forward can take a while. */ gme_err_t gme_seek( Music_Emu*, int msec ); /******** Informational ********/ /* If you only need track information from a music file, pass gme_info_only for sample_rate to open/load. */ enum { gme_info_only = -1 }; /* Most recent warning string, or NULL if none. Clears current warning after returning. Warning is also cleared when loading a file and starting a track. */ const char* gme_warning( Music_Emu* ); /* Load m3u playlist file (must be done after loading music) */ gme_err_t gme_load_m3u( Music_Emu*, const char path [] ); /* Clear any loaded m3u playlist and any internal playlist that the music format supports (NSFE for example). */ void gme_clear_playlist( Music_Emu* ); /* Gets information for a particular track (length, name, author, etc.). Must be freed after use. */ typedef struct gme_info_t gme_info_t; gme_err_t gme_track_info( Music_Emu const*, gme_info_t** out, int track ); /* Frees track information */ void gme_free_info( gme_info_t* ); struct gme_info_t { /* times in milliseconds; -1 if unknown */ int length; /* total length, if file specifies it */ int intro_length; /* length of song up to looping section */ int loop_length; /* length of looping section */ /* Length if available, otherwise intro_length+loop_length*2 if available, otherwise a default of 150000 (2.5 minutes). */ int play_length; int i4,i5,i6,i7,i8,i9,i10,i11,i12,i13,i14,i15; /* reserved */ /* empty string ("") if not available */ const char* system; const char* game; const char* song; const char* author; const char* copyright; const char* comment; const char* dumper; const char *s7,*s8,*s9,*s10,*s11,*s12,*s13,*s14,*s15; /* reserved */ }; /******** Advanced playback ********/ /* Adjust stereo echo depth, where 0.0 = off and 1.0 = maximum. Has no effect for GYM, SPC, and Sega Genesis VGM music */ void gme_set_stereo_depth( Music_Emu*, double depth ); /* Disable automatic end-of-track detection and skipping of silence at beginning if ignore is true */ void gme_ignore_silence( Music_Emu*, int ignore ); /* Adjust song tempo, where 1.0 = normal, 0.5 = half speed, 2.0 = double speed. Track length as returned by track_info() assumes a tempo of 1.0. */ void gme_set_tempo( Music_Emu*, double tempo ); /* Number of voices used by currently loaded file */ int gme_voice_count( Music_Emu const* ); /* Name of voice i, from 0 to gme_voice_count() - 1 */ const char* gme_voice_name( Music_Emu const*, int i ); /* Mute/unmute voice i, where voice 0 is first voice */ void gme_mute_voice( Music_Emu*, int index, int mute ); /* Set muting state of all voices at once using a bit mask, where -1 mutes all voices, 0 unmutes them all, 0x01 mutes just the first voice, etc. */ void gme_mute_voices( Music_Emu*, int muting_mask ); /* Frequency equalizer parameters (see gme.txt) */ /* Implementers: If modified, also adjust Music_Emu::make_equalizer as needed */ typedef struct gme_equalizer_t { double treble; /* -50.0 = muffled, 0 = flat, +5.0 = extra-crisp */ double bass; /* 1 = full bass, 90 = average, 16000 = almost no bass */ double d2,d3,d4,d5,d6,d7,d8,d9; /* reserved */ } gme_equalizer_t; /* Get current frequency equalizater parameters */ void gme_equalizer( Music_Emu const*, gme_equalizer_t* out ); /* Change frequency equalizer parameters */ void gme_set_equalizer( Music_Emu*, gme_equalizer_t const* eq ); /* Enables/disables most accurate sound emulation options */ void gme_enable_accuracy( Music_Emu*, int enabled ); /******** Game music types ********/ /* Music file type identifier. Can also hold NULL. */ typedef const struct gme_type_t_* gme_type_t; /* Emulator type constants for each supported file type */ extern const gme_type_t gme_ay_type, gme_gbs_type, gme_gym_type, gme_hes_type, gme_kss_type, gme_nsf_type, gme_nsfe_type, gme_sap_type, gme_spc_type, gme_vgm_type, gme_vgz_type; /* Type of this emulator */ gme_type_t gme_type( Music_Emu const* ); /* Pointer to array of all music types, with NULL entry at end. Allows a player linked to this library to support new music types without having to be updated. */ gme_type_t const* gme_type_list(); /* Name of game system for this music file type */ const char* gme_type_system( gme_type_t ); /* True if this music file type supports multiple tracks */ int gme_type_multitrack( gme_type_t ); /******** Advanced file loading ********/ /* Error returned if file type is not supported */ extern const char* const gme_wrong_file_type; /* Same as gme_open_file(), but uses file data already in memory. Makes copy of data. */ gme_err_t gme_open_data( void const* data, long size, Music_Emu** out, int sample_rate ); /* Determine likely game music type based on first four bytes of file. Returns string containing proper file suffix (i.e. "NSF", "SPC", etc.) or "" if file header is not recognized. */ const char* gme_identify_header( void const* header ); /* Get corresponding music type for file path or extension passed in. */ gme_type_t gme_identify_extension( const char path_or_extension [] ); /* Determine file type based on file's extension or header (if extension isn't recognized). Sets *type_out to type, or 0 if unrecognized or error. */ gme_err_t gme_identify_file( const char path [], gme_type_t* type_out ); /* Create new emulator and set sample rate. Returns NULL if out of memory. If you only need track information, pass gme_info_only for sample_rate. */ Music_Emu* gme_new_emu( gme_type_t, int sample_rate ); /* Load music file into emulator */ gme_err_t gme_load_file( Music_Emu*, const char path [] ); /* Load music file from memory into emulator. Makes a copy of data passed. */ gme_err_t gme_load_data( Music_Emu*, void const* data, long size ); /* Load music file using custom data reader function that will be called to read file data. Most emulators load the entire file in one read call. */ typedef gme_err_t (*gme_reader_t)( void* your_data, void* out, int count ); gme_err_t gme_load_custom( Music_Emu*, gme_reader_t, long file_size, void* your_data ); /* Load m3u playlist file from memory (must be done after loading music) */ gme_err_t gme_load_m3u_data( Music_Emu*, void const* data, long size ); /******** User data ********/ /* Set/get pointer to data you want to associate with this emulator. You can use this for whatever you want. */ void gme_set_user_data( Music_Emu*, void* new_user_data ); void* gme_user_data( Music_Emu const* ); /* Register cleanup function to be called when deleting emulator, or NULL to clear it. Passes user_data to cleanup function. */ typedef void (*gme_user_cleanup_t)( void* user_data ); void gme_set_user_cleanup( Music_Emu*, gme_user_cleanup_t func ); #ifdef __cplusplus } #endif #endif