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SAMPLE(3)			 Allegro manual 		       SAMPLE(3)

NAME
     SAMPLE - Stores sound data. Allegro game programming library.

SYNOPSIS
     #include <allegro.h>

     typedef struct SAMPLE

DESCRIPTION
	int bits;		    - 8 or 16
	int stereo;		    - sample type flag
	int freq;		    - sample frequency
	int priority;		    - 0-255
	unsigned long len;	    - length (in samples)
	unsigned long loop_start;   - loop start position
	unsigned long loop_end;     - loop finish position
	void *data;		    - raw sample data

     A sample structure, which holds sound data, used by the digital sample rou-
     tines.  You  can consider all of these fields as read only except priority,
     loop_start and loop_end, which you can change them for example after  load-
     ing a sample from disk.

     The  priority is a value from 0 to 255 (by default set to 128) and controls
     how hardware voices on the sound card are allocated if you attempt to  play
     more  than  the driver can handle. This may be used to ensure that the less
     important sounds are cut off while the important ones are preserved.

     The variables loop_start and loop_end specify the loop position  in  sample
     units, and are set by default to the start and end of the sample.

     If  you  are  creating  your own samples on the fly, you might also want to
     modify the raw data of the sample pointed by the  data  field.  The  sample
     data  are	always	in unsigned format. This means that if you are loading a
     PCM encoded sound file with signed 16-bit samples, you would  have  to  XOR
     every two bytes (i.e. every sample value) with 0x8000 to change the signed-
     ness.

SEE ALSO
     load_sample(3), exsample(3)

Allegro 			  version 4.4.3 		       SAMPLE(3)

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