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wait
SndChannel
structure
#include <
Sound.h
>
typedef struct
SndChannel
{
Size Offset Description
struct SndChannel *nextChan; 4 0
Ptr
firstMod; 4 4 reserved for the
Sound Manager
SndCallBackProcPtr
callBack; 4 8 pointer to callback proc
long
userInfo; 4 12 free for application's use
The following field is defined as a
long
only if you are using THINK C. It is of type Time
if you are using another development system.
long
wait; ·4 16 The following is for
internal
Sound Manager
use only.
SndCommand
cmdInProgress; 8 20
short
flags; ·2 28
short
qLength; 2 30
short
qHead; ·2 32 next spot to read or -1 if
empty
short
qTail; ·2 34 next spot to write = qHead
if full
SndCommand
queue[stdQLength]; 1024 36
}
SndChannel
; ·1060
typedef SndChannel
*SndChannelPtr
;
Most applications do not need to worry about creating or disposing of sound
channels because the high-level
Sound Manager
routines take care of these
automatically. If you are using low-level
Sound Manager
routines, you can
create your own sound channels (with the
SndNewChannel
function).
Referenced by (340):
Types.h
waveTableSynth
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