This is a simple HTML for the functions exported by SNESAmp.DLL, click on one of the links below to jump directly to the text for that function. I would have used frames to do this, but only if I knew how to do frames. :-(
SNESAmp_PlayThe SNESAmp_Play function loads and starts playing an SPC file.
BOOL WINAPI SNESAmp_Play(
LPCTSTR lpszFileName
);
Nonzero if successful; otherwise, 0.
The SNESAmp_Pause function pauses the currently playing SPC.
BOOL WINAPI SNESAmp_Pause();
Nonzero if successful; otherwise, 0.
The SNESAmp_UnPause function resumes playing of a previously paused SPC.
BOOL WINAPI SNESAmp_UnPause();
Nonzero if successful; otherwise, 0.
The SNESAmp_Stop function stops the currently playing or paused SPC.
BOOL WINAPI SNESAmp_Stop();
Nonzero if successful; otherwise, 0.
The SNESAmp_SetConfig function modifies the current configuration of the SNESAmp engine.
BOOL WINAPI SNESAmp_SetConfig(
LPSNESAMP_CONFIG lpCfg
);
Nonzero if successful; otherwise, 0.
The SNESAmp_GetConfig function retrives the current configuration for the SNESAmp engine.
BOOL WINAPI SNESAmp_GetConfig(
LPSNESAMP_CONFIG lpCfg
);
Nonzero if successful; otherwise, 0.
The SNESAmp_GetID666Tag function loads the ID666 tag that some SPC files contain.
BOOL WINAPI SNESAmp_GetID666Tag(
LPCTSTR lpszFileName,
LPID666_TAG lpTag
);
Nonzero if successful; otherwise, 0.
The SNESAmp_SetSongLength function allows you to manually specify the length of an SPC overriding the ID666 values. Call this before calling the SNESAmp_Play function.
BOOL WINAPI SNESAmp_SetSongLength(
INT nPlayLength,
INT nFadeLength
);
Nonzero if successful; otherwise, 0.
The SNESAmp_IsPlaying function indicates whether an SPC is still playing or has stopped.
BOOL WINAPI SNESAmp_IsPlaying();
Nonzero if an SPC is currently playing; otherwise, 0.
The SNESAmp_GetPlayTime function retrieves the elapsed time, in milliseconds, for the currently playing SPC.
INT WINAPI SNESAmp_GetPlayTime();
An integer specifying the elapsed time.
The SNESAmp_SetPlayTime function seeks the current playing position to the specified value.
BOOL WINAPI SNESAmp_SetPlayTime(
INT nPlayTime
);
Nonzero if successful; otherwise, 0.
The SNESAmp_MuteChannels function mutes or unmutes one or more of the 8 individual DSP channels.
BOOL WINAPI SNESAmp_MuteChannels(
INT nChannels
);
Nonzero if successful; otherwise, 0.
The SNESAmp_SetMixingThreadPriority function adjusts the priority for the thread responsible for mixing the sound data.
BOOL WINAPI SNESAmp_SetMixingThreadPriority(
INT nPriority
);
Nonzero if successful; otherwise, 0.
| Priority | Meaning |
|---|---|
| THREAD_PRIORITY_ABOVE_NORMAL | Indicates 1 point above normal priority for the priority class. |
| THREAD_PRIORITY_BELOW_NORMAL | Indicates 1 point below normal priority for the priority class. |
| THREAD_PRIORITY_HIGHEST | Indicates 2 points above normal priority for the priority class. |
| THREAD_PRIORITY_IDLE | Indicates a base priority level of 1 for IDLE_PRIORITY_CLASS, NORMAL_PRIORITY_CLASS, or HIGH_PRIORITY_CLASS processes, and a base priority level of 16 for REALTIME_PRIORITY_CLASS processes. |
| THREAD_PRIORITY_LOWEST | Indicates 2 points below normal priority for the priority class. |
| THREAD_PRIORITY_NORMAL | Indicates normal priority for the priority class. |
| THREAD_PRIORITY_TIME_CRITICAL | Indicates a base priority level of 15 for IDLE_PRIORITY_CLASS, NORMAL_PRIORITY_CLASS, or HIGH_PRIORITY_CLASS processes, and a base priority level of 31 for REALTIME_PRIORITY_CLASS processes. |
The SNESAmp_GetVisParams function retrieves the visualization parameters for the SNESAmp engine.
BOOL WINAPI SNESAmp_GetVisParams(
LPVIS_PARAMS lpVisParams
);
Nonzero if successful; otherwise, 0.