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docs: add documentation to GH pages deployment
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name: 'Publish Doxygen to GH Pages' | ||
on: | ||
# Runs on pushes targeting the default branch | ||
push: | ||
branches: [$default-branch] | ||
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# Allows you to run this workflow manually from the Actions tab | ||
workflow_dispatch: | ||
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# Sets permissions of the GITHUB_TOKEN to allow deployment to GitHub Pages | ||
permissions: | ||
contents: read | ||
pages: write | ||
id-token: write | ||
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# Allow only one concurrent deployment, skipping runs queued between the run in-progress and latest queued. | ||
# However, do NOT cancel in-progress runs as we want to allow these production deployments to complete. | ||
concurrency: | ||
group: "pages" | ||
cancel-in-progress: false | ||
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jobs: | ||
build: | ||
name: "Publish" | ||
runs-on: 'ubuntu-latest' | ||
steps: | ||
- uses: 'actions/checkout@v3' | ||
- uses: "mattnotmitt/[email protected]" | ||
with: | ||
working-directory: "./" | ||
doxyfile-path: "support/Doxyfile" | ||
enable-latex: true | ||
- name: "Upload artifact" | ||
uses: "actions/upload-pages-artifact@v3" | ||
with: | ||
path: "./build" | ||
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publish: | ||
environment: | ||
name: github-pages | ||
url: ${{ steps.publish.outputs.page_url }} | ||
runs-on: ubuntu-latest | ||
needs: build | ||
steps: | ||
- name: Deploy to GitHub Pages | ||
id: publish | ||
uses: actions/deploy-pages@v4 |
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# DirectMusic — A re-implementation. {#index} | ||
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This project aims to re-implement Microsoft's long-deprecated DirectMusic API available in early Direct3D and DirectX | ||
versions. It is currently under heavy development at this time and might be unstable for some use-cases. | ||
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Soundtracks tested and verified to work (somewhat) correctly: | ||
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* Gothic | ||
* Gothic II (+ Night of the Raven) | ||
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If you tested other games, please let me know. If you own any games with .dls, .sty and .sgt files in the data | ||
folders, and you want to contribute, please contact me as well or open an issue on GitHub. | ||
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## Example | ||
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Here's how you play back a segment. This example works on POSIX only since it uses `<sys/stat.h>` for the file resolver. | ||
On Windows, you simply need to replace dm_resolve_file with a Windows-compatible implementation. | ||
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```c | ||
#include <dmusic.h> | ||
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#include <stddef.h> | ||
#include <stdio.h> | ||
#include <stdlib.h> | ||
#include <string.h> | ||
#include <sys/stat.h> | ||
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static void* dm_resolve_file(void* ctx, char const* name, size_t* len); | ||
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int main(int argc, char** argv) { | ||
Dm_setLoggerDefault(DmLogLevel_INFO); | ||
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// 1. Create a new DmLoader. The loader is responsible for loading and caching DirectMusic files using a | ||
// user-defined callback function called a "resolver". You really only ever need one for your application. | ||
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DmLoader* loader = NULL; | ||
DmResult rv = DmLoader_create(&loader, DmLoader_DEFAULT | DmLoader_DOWNLOAD); | ||
if (rv != DmResult_SUCCESS) { | ||
puts("Creating the loader failed\n"); | ||
return rv; | ||
} | ||
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// 2. Register a resolver with the loader. A resolver is simply a function which gets a context pointer, | ||
// a filename and returns a memory buffer and its length as an output parameter. The context pointer | ||
// is user-defined, here it's just a path string. You can return NULL from a resolver to indicate that | ||
// the file was not found. | ||
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rv = DmLoader_addResolver(loader, dm_resolve_file, "/path/to/your/music/folder"); | ||
if (rv != DmResult_SUCCESS) { | ||
puts("Adding the resolver failed\n"); | ||
return rv; | ||
} | ||
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// 3. Use the loader to obtain a segment. The loader will call your resolvers in order to read in the | ||
// file, and it will then perform some internal magic to load the segment. Since we set the | ||
// DmLoader_DOWNLOAD option when constructing the loader, we don't need to call DmSegment_download | ||
// afterward. Otherwise, you do have to call it. | ||
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DmSegment* segment = NULL; | ||
rv = DmLoader_getSegment(loader, "YourSegment.sgt", &segment); | ||
if (rv != DmResult_SUCCESS) { | ||
puts("Getting the segment failed\n"); | ||
return rv; | ||
} | ||
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// 4. Create a new performance. The performance represents your main playback device. It handles all | ||
// the DirectMusic magic needed to produce music from your segments. You typically only need one | ||
// performance for your application. The second parameter here is the sample rate, defaulted to | ||
// 44100 Hz. | ||
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DmPerformance* performance = NULL; | ||
rv = DmPerformance_create(&performance, 44100); | ||
if (rv != DmResult_SUCCESS) { | ||
puts("Creating the performance failed\n"); | ||
return rv; | ||
} | ||
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// 5. Instruct the performance to play a segment. This will set up the performance's internals so that | ||
// the following call to DmPerformance_renderPcm will start producing music. The performance renders | ||
// music on-demand, so as long as you don't call DmPerformance_renderPcm, you can consider playback to | ||
// be paused. To stop playing music, you can pass NULL as the segment parameter. | ||
// | ||
// The third parameter here is the timing. It tells the performance at which boundary to start playing | ||
// the new segment as to not interrupt the flow of music. The options are "instant", which ignores all | ||
// that and immediately plays the segment, "grid" which plays the segment at the next possible beat | ||
// subdivision, "beat" which plays the segment at the next beat and "measure" which plays it at the next | ||
// measure boundary. | ||
// | ||
// The performance also supports transitions. To play those, use DmPerformance_playTransition and see | ||
// its inline documentation for more information. | ||
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rv = DmPerformance_playSegment(performance, segment, DmTiming_MEASURE); | ||
if (rv != DmResult_SUCCESS) { | ||
puts("Playing the segment failed\n"); | ||
return rv; | ||
} | ||
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size_t len = 1000000; | ||
float* pcm = malloc(sizeof *pcm * len); | ||
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// 6. Finally, render some PCM! This will instruct the performance to start processing the underlying | ||
// DirectMusic messages and render the resulting PCM to the output buffer. In this case it will | ||
// render 1000000 stereo samples which is 500000 samples per channel. | ||
// | ||
// This will advance the internal clock for as many ticks as required to render the requested number | ||
// of samples. No more, no less. | ||
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rv = DmPerformance_renderPcm(performance, pcm, len, DmRender_FLOAT | DmRender_STEREO); | ||
if (rv != DmResult_SUCCESS) { | ||
puts("Playing the PCM failed\n"); | ||
return rv; | ||
} | ||
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// 6.1. Write out the PCM data to some place where we can access it later. This could also just be some | ||
// audio output device or another library. | ||
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FILE* fp = fopen("output.pcm", "w"); | ||
if (fp == NULL) { | ||
puts("Opening the output file failed\n"); | ||
return -1; | ||
} | ||
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(void) fwrite(pcm, sizeof *pcm, len, fp); | ||
(void) fclose(fp); | ||
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// 7. Don't forget to clean up after yourself. | ||
free(pcm); | ||
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DmSegment_release(segment); | ||
DmPerformance_release(performance); | ||
DmLoader_release(loader); | ||
return 0; | ||
} | ||
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static void* dm_resolve_file(void* ctx, char const* name, size_t* len) { | ||
char const* root = ctx; | ||
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// 1. Concat `root` and `name` to produce the final path. If a slash is missing | ||
// at the end of `root`, add it. | ||
size_t root_len = strlen(root); | ||
size_t name_len = strlen(name); | ||
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int miss_sep = root[root_len - 1] != '/'; | ||
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char* path = malloc(root_len + name_len + 1 + miss_sep); | ||
memcpy(path, root, root_len); | ||
memcpy(path + root_len + miss_sep, name, name_len); | ||
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if (miss_sep) { | ||
path[root_len] = '/'; | ||
} | ||
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path[root_len + name_len + miss_sep] = '\0'; | ||
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// 2. Check if the file we want to open actually exists. If it doesn't, return NULL. | ||
struct stat st; | ||
if (stat(path, &st) != 0) { | ||
free(path); | ||
return NULL; | ||
} | ||
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// 3. Read in data from the file. | ||
FILE* fp = fopen(path, "re"); | ||
if (fp == NULL) { | ||
free(path); | ||
return NULL; | ||
} | ||
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void* bytes = malloc((size_t) st.st_size); | ||
*len = fread(bytes, 1, (size_t) st.st_size, fp); | ||
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(void) fclose(fp); | ||
free(path); | ||
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return bytes; | ||
} | ||
``` | ||
## Contact | ||
If you have any questions, or you just want to say hi, you can reach me via e-mail ([`[email protected]`](mailto:[email protected])) | ||
or on Discord either via DM but preferably in the Gothic VR and GMC servers (`@lmichaelis`). |
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