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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
       attempt to play more than the driver can handle. This may  be  used  to
       ensure  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 4.4.2			     SAMPLE(3)
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