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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
       routines. You can consider all of these fields as read only except pri-
       ority, loop_start and loop_end, which you can change them  for  example
       after loading a sample from disk.

       The  priority is	a value	from 0 to 255 (by default set to 128) and con-
       trols how hardware voices on the	sound card are allocated  if  you  at-
       tempt  to play more than	the driver can handle. This may	be used	to en-
       sure 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 sam-
       ple 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
       signedness.

SEE ALSO
       load_sample(3), exsample(3)

Allegro				 version 4.4.3			     SAMPLE(3)

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