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SAMPLE(3)			Allegro	manual			     SAMPLE(3)

       SAMPLE -	Stores sound data. Allegro game	programming library.

       #include	<allegro.h>

       typedef struct SAMPLE

	  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

       load_sample(3), exsample(3)

Allegro				 version 4.4.3			     SAMPLE(3)


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