This explains how to link Sound Objects, output when mks4agb.exe
is run, into the main program. This explanation was written for sound developers
and main programmers.
* This explanation assumes that the procedures in Step 2 of this Tutorial have been followed. |
INDEX Incorporation
into the Main Program
1. Sound Developer Duties 2. Main Programmer Duties "Incorporation into Games" (1) Arranging Sound Objects (2) Rewriting the Makefile 3. Main Programmer Duties "Calling Sound Drivers" (1) Incorporating Header Files (2) Initialization (3) What should happen immediately after each V Blank Interrupt (4) What should happen during each V Blank Interrupt(Every 1/60sec.) (5) Example: Start Playing Song Number 14 (Reference)Example: Using Sound Driver Functions with the Demo. |
1. Sound Developer DutiesTurn over to the Main Programmer, all files output to the out_dir that are specified in the mks4agb.ini file. The relevant files are listed below.m4aLib.h m4aLib.o SoundDat.o Soundfiles {wavename}.o {songname}.o |
2. Main Programmer Duties "Incorporation into Games"(1) Arranging Sound ObjectsMake a Sound Directory in the same Directory as the Makefile of the Main Program. Copy the Sound Object Groups received from the sound developer into the Sound Directory. Return to Top (2) Rewriting
the Makefile
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3. Main Programmer Duties "Calling Sound Drivers"(1) The following declaration is made for files which have a section using a sound-related function.#include "Relative path to Sound Directory/m4aLib.h" For example, if it were included in the same directory as the Makefile, then it would be: #include "Sound/m4aLib.h" Return to Top (2) Call the
following functions with the initialization routine following a reset.
(3) Call the
following function immediately after each V Blank Interrupt.
(4) Call the
following function during each V Blank Period (every 1/60 second).
(5) Start playing
Song Number 14.
(Reference)
Example of How to Use the Sound Driver Functions in the Demonstration
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