/* * * Singe 3 * Copyright (C) 2006-2026 Scott Duensing * * This program is free software; you can redistribute it and/or * modify it under the terms of the GNU General Public License * as published by the Free Software Foundation; either version 3 * of the License, or (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA * 02110-1301, USA. * */ #ifndef MIDI_H #define MIDI_H #include #include #include "decode.h" // Playing a MIDI file means synthesising it, and synthesising it means a sound bank. Singe ships // none: a good one is tens of megabytes and would be carried by every platform for a format almost // no game uses. Point --soundfont at a .sf2, or put one where midiInit looks, and MIDI plays. // Finds and loads the sound bank. Called once at start up; quiet when there is none to find. void midiInit(const char *wanted); // Whether the bytes begin a standard MIDI file. True regardless of whether a bank is loaded, so // the caller can tell "this is a MIDI" from "this will not play". bool midiIs(const void *bytes, size_t size); // Renders a whole MIDI file to interleaved float samples. False when there is no sound bank or the // file will not parse, with the reason in SDL_GetError. bool midiRender(const void *bytes, size_t size, DecodedAudioT *out); // Releases the sound bank. void midiQuit(void); // The bank in use for the trace header, or a line saying why there is none. Never NULL. const char *midiSoundfont(void); #endif // MIDI_H