Amuse is a real-time MIDI and SFX sequencer, with basic effects, 3D positional audio and surround-output capabilities.
The project is designed for compatibility with Audio Groups and Song data found in PC/N64/GCN/GBA games using the MusyX audio engine; providing an alternate runtime library to use for sequencing these games' audio libraries.
Download
A simple command-line program for loading and playing AudioGroups out of
game archives or raw (.proj
,.pool
,.sdir
,.samp
) files is provided.
[jacko@ghor ~]$ amuseplay test.proj
░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
░░░ ████ ████ ┃ ████ ████ ████ ┃ ████ ████ ░░░
░░░ ████ ████ ┃ ████ ████ ████ ┃ ████ ████ ░░░
░░░ ▌W▐█ ▌E▐█ ┃ ▌T▐█ ▌Y▐█ ▌U▐█ ┃ ▌O▐█ ▌P▐█ ░░░
░░░ │ │ ┃ │ │ │ ┃ │ │ ░░░
░░░ A │ S │ D ┃ F │ G │ H │ J ┃ K │ L │ ; ░░░
░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░░
<left/right>: cycle MIDI setup, <up/down>: volume, <space>: PANIC
<tab>: sustain pedal, <window-Y>: pitch wheel, <window-X>: mod wheel
<Z/X>: octave, <C/V>: velocity, <B/N>: channel, <,/.>: program, <Q>: quit
0 Setup 0, Chan 0, Prog 0, Octave: 4, Vel: 64, VOL: 80%
The command-line program requires a windowing environment and will open a small 100x100 window alongside your terminal/cmd. This window must be frontmost, since it listens to full keyboard events through it.
If a MIDI keyboard is connected and recognized by your OS before amuseplay
is launched, you may directly control the sequencer using physical input.
On OS X and Linux, amuseplay
will advertise a virtual MIDI-IN port for
other audio applications to route their MIDI messages to. This enables
tracker, drum machine, and DAW applications to produce sampled audio
using Amuse directly.
amuseconv <in-path> <out-path> [gcn|n64|pc]
Note: amuseconv
currently only supports SNG-to-MIDI conversion and vice-versa. To batch-extract MIDIs from one of the game files listed below, run amuseconv <data-file> <destination-dir>
amuseplay <data-file> [<songs-file>]
— or —
Drag-n-drop data file on amuseplay executable (Windows and many freedesktop file managers support this)
amuserender <data-file> [<songs-file>] [-r <sample-rate-out>] [-v <volume 0.0-1.0>]
— or —
Drag-n-drop data file on amuseplay executable (Windows and many freedesktop file managers support this)
Note: .wav file will be emitted at <group-name>-<song-name>.wav
. If -r
option is not specified, rate will default to 32KHz
N64 ROM file
AudioGrp.pak
MidiData.pak
AudioGrp.pak MidiData.pak
for listening to SongGroup 53 (sequenced ship sounds)AudioGrp.pak
for listening to any SFXGroupAudioGrp.pak
pmario.proj
pmario.slib
pmario.proj pmario.slib
for listening to SongGroups (sequenced SFX events)pmario.proj
for listening to any SFXGroupstarfoxm.pro
starfoxs.pro
midi.wad
starfoxm.pro midi.wad
for listening to SongGroup 0 songs only (music)starfoxs.pro midi.wad
for listening to other SongGroups (sequenced ambience)starfoxs.pro
for listening to any SFXGroupN64 ROM file
N64 ROM file
(PC) data.dat
data.dat
data.dat
.proj
.pool
.sdir
.samp
files
Installing the MSVC++ 2015 runtime may be required if you haven't already installed/updated it: https://www.microsoft.com/en-us/download/details.aspx?id=48145
The Amuse API exposes full interactivity between a client application (game engine) and the sequencer engine. Unlike the interrupt-driven nature of the original console implementations (where the audio chip 'requests' more audio as needed), Amuse is entirely synchronous. This means the client must periodically pump the audio engine (typically once per video frame) to keep the OS' audio system fed.
The client must provide the implementation for allocating and mixing audio
voices, since this may drastically differ from target to target.
amuse::IBackendVoiceAllocator
is the pure-virtual interface to implement
for this. Alternatively, if Boo is present
in the CMake project tree, Amuse will be compiled with a backend supporting
multiple popular low-level audio APIs. Windows, OS X, and Linux all have
excellent support this way.
Here's an example usage:
#include <amuse/amuse.hpp>
#include "MyVoiceAllocator.hpp"
#include "MyAudioGroupLoader.hpp"
int main(int argc, char* argv[])
{
/* Up to the client to implement voice allocation and mixing */
std::unique_ptr<amuse::IBackendVoiceAllocator> voxAlloc = MakeMyVoiceAllocator();
/* Application just needs one per audio output (not per channel) */
amuse::Engine snd(*voxAlloc);
/* An 'AudioGroup' is an atomically-loadable unit within Amuse.
* A client-assigned integer serves as the handle to the group once loaded
*/
amuse::IntrusiveAudioGroupData data = LoadMyAudioGroup();
snd.addAudioGroup(data);
/* Starting a SoundMacro playing is accomplished like so: */
int sfxId = 0x1337;
float vol = 1.0f;
float pan = 0.0f;
std::shared_ptr<amuse::Voice> voice = snd.fxStart(sfxId, vol, pan);
/* Play for ~5 sec */
int passedFrames = 0;
while (passedFrames < 300)
{
snd.pumpEngine();
++passedFrames;
WaitForVSync();
}
/* Stopping a SoundMacro is accomplished by sending a
* MIDI-style 'KeyOff' message for the voice
*/
voice->keyOff();
/* Play for 2 more seconds to allow the macro to gracefully fade-out */
passedFrames = 0;
while (passedFrames < 120)
{
snd.pumpEngine();
++passedFrames;
WaitForVSync();
}
/* Clean up and exit */
return 0;
}