class MidiPlayer

The MIDI file player engine. More...

Definition#include <player.h>
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Detailed Description

MIDI file player routines . This class reads a MIDI file and play it using a DeviceManager object.

To use it, just call loadSong() with the filename you want to play, and then play().

Please have a look at the note in the play() documentation.

MidiPlayer will write information about the playing process on a PlayerController() structure that you must supply to the constructor

Alternatively, if everything you want is to play a midi file in a game or any other application that doesn't need to fine tune the midi playing, just use the kmidplay() function.

See also: KMidSimpleAPI

 MidiPlayer (DeviceManager *midi_,PlayerController *pctl)

MidiPlayer

Constructor . You must construct and pass a DeviceManager object and a PlayerController structure. None of them will be destroyed by this object, so you should do it after destroying the MidiPlayer object.

 ~MidiPlayer ()

~MidiPlayer

Destructor.

int  loadSong (const char *filename)

loadSong

Loads a Song, and parses it (it the parse wasn't disabled with setParseSong() ) . It also generates the Beat events (see SpecialEvent::type() ) if you enabled this by using setGenerateBeats() .

void  removeSong (void)

removeSong

Unloads the current song, so that every internal variable is empty and clean for further usage.

int  isSongLoaded (void)

isSongLoaded

Returns true if there's a song already loaded (with a previous call to loadSong() ) and false if not.

SpecialEventspecialEvents ()

specialEvents

Returns the linked list of SpecialEvents objects . For this to work, the parse should be enabled (the default), by using setParseSong().

NoteArraynoteArray (void)

noteArray

Returns and array with the notes playen through the song . MidiPlayer must parse the song to get the notes, so be sure not to disable the parsing of the song.

Returns an array of notes, (just note on and note off events), in the form of a NoteArray object

void  play (bool calloutput=false,void output(void) = 0)

play

Plays the song using the DeviceManager object supplied in the constructor. It should be already configured, as play doesn't change the volume, nor midi mapper, for example.

Note: Calling this function will block the execution of your application until the song finishes playing. The solution for this is simple, fork before calling it, and create the PlayerController object on shared memory.

As alternative, if everything you want is playing a midi file in a game or any other application that doesn't need to fine tune the midi playing, just use the KMidSimpleAPI::kMidPlay() function.

See also: kMidInit, kMidPlay, kMidStop, kMidDestruct

void  setParseSong (bool b = true)

setParseSong

Enables or disables the parsing of the song when loading it. This affects the SpecialEvents (specialEvents() ) and the NoteArray (noteArray() ).

void  setGenerateBeats (bool b = false)

setGenerateBeats

Enables or disables the generation of beats event in a song when loading it.

MidiFileInfoinformation (void)

information

Returns information about the current MIDI file.

See also: loadSong

void  setPos (ulong gotomsec, class MidiStatus *midistat)

setPos

Sets the position in a song.

Parameters:
gotomsecthe number of milliseconds to go to . A subsequent call to play() will start playing the song from that moment, instead of the beginning.
midistata MidiStatus object that will contain the status in which the MIDI device would be if it would have arrived to this situation by a normal playing of the song.

void  setTempoRatio (double ratio)

setTempoRatio

Changes the speed at which a song is played. The song's tempo is multiplied by the specified ratio.