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DirectMusic For The Masses |
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| By Tom Hays Gamasutra November 6, 1998 Vol. 2: Issue 44 Published in Game Developer Magazine, September 1998 |
DirectMusic's essential playback unit is the track. Tracks are contained inside segments (Figure 2). Typical examples of tracks and segments would include:
DirectMusic also incorporates objects called Tools, which are intended to be easy for developers or third parties to write. These sit in what's called a tool graph, which makes all tools present cooperate with one another. A tool can operate on just one logical chunk of music (a segment) or can process the entire output. If DirectMusic catches on, expect to see scads of tools written to plug its holes, such as a MIDI channel and note mute mask, a MIDI echo, a velocity modifier, a quantizer/dequantizer, and so on. For hardware vendors who want to extend the API to include new capabilities, DirectMusic provides a mechanism called the property set. Each of these is tied to a Global Unique ID (GUID), and each gets its own index of individual properties, indexed from 0. A given attribute index for a given GUID is always the same. For example, let's say that a developer has built an interface and drivers to hook a real siren to the parallel port. In order to integrate the device's API into DirectMusic, the developer would publish the GUID of the "DirectSiren," along with its indexed property set. An application supporting DirectSiren could then use DirectMusic's IKsPropertySet interface to see whether or not the DirectSiren's DeafeningAirRaid property is available. |
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