development:csdk:2.0:headers:music
Table of Contents
music.h
Functions
init_music
void init_music();
This should only need to be called once, after init_audio_coprocessor()
and before doing any music or sound effects.
play_song
void play_song(const unsigned char* song, char bank_num, char loop);
song
and bank_num
can be given at once by using a generated asset macro.
loop
should be one of:
REPEAT_NONE
- Plays the song once and stopsREPEAT_LOOP
- Replays the song continuouslyREPEAT_RESUME
- Play the song once, then resume the previous song.
tick_music
char tick_music();
Call this once per frame, ideally shortly after await_vsync()
play_sound_effect
void play_sound_effect(char sfx_id, char channel);
sfx_id
is an index into the table of all assets with .sfx extensions. See the Generated Asset Macros page to get the ID for a sound effect.
channel
gives the channel number to play the sound effect on, but also the priority.
The channel used is the lower two bytes of channel
while the priority used is given by the upper four bytes of channel
.
stop_music
void stop_music();
pause_music
void pause_music();
unpause_music
void unpause_music();
development/csdk/2.0/headers/music.txt · Last modified: 2024/11/20 21:14 by clyde