From 7351908e6944610c1098891809b715fb7ef03b2d Mon Sep 17 00:00:00 2001 From: Jean-Michel Trivi <> Date: Tue, 14 Apr 2009 14:40:23 -0700 Subject: AI 146182: am: CL 145974 am: CL 145803 Add Sonivox' JET documentation: authoring guidelines, JETCreator user manual, programming manual for the native library. Original author: jmtrivi Merged from: //branches/cupcake/... 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Authoring Guidelines + + + + + + + + +
+   Copyright (C) 2009 The Android Open Source Project
+
+   Licensed under the Apache License, Version 2.0 (the "License");
+   you may not use this file except in compliance with the License.
+   You may obtain a copy of the License at
+
+         http://www.apache.org/licenses/LICENSE-2.0
+
+   Unless required by applicable law or agreed to in writing, software
+   distributed under the License is distributed on an "AS IS" BASIS,
+   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+   See the License for the specific language governing permissions and
+   limitations under the License.
+
+ +
+ +

JET™ Content Authoring Guidelines

+ +

JET Interactive Music Engine

+ +

Vrs 1.0

+ +

Authored by SONiVOX

+ +

www.sonivoxrocks.com

+ +

Copyright 2009 Sonic Network, Inc.

+ +

 

+ +

 

+ +

1         +Introduction

+ +

1.1        +Overview

+ +

This document contains content creation +guidelines for composers and sound designers authoring music and sound effects +for the SONiVOX JET platform.  JET is an +interactive music player for small embedded devices, including the Google Android +platform. It allows applications to include interactive music soundtracks, in MIDI format, that respond in real-time to game play +events and user interaction.

+ +

 

+ +

JET works in conjunction with SONiVOX’s +Embedded Audio Synthesizer (EAS) which is the MIDI +playback device for Android.  Both the +JET and EAS engines are integrated into the Android embedded platform as well +as inherent in the JET Creator application. As such, the JET content author can +be sure that the playback will sound exactly the same in both the JET Creator +and the final Android application playing back on Android mobile devices.

+ +

 

+ +

The JET content author works in up to three +different applications to create JET content; a standard MIDI +sequencer (Logic, Cubase, etc.), optionally a DLS2 instrument editor (Awave), +and the JET Creator application to add and audition JET interactive elements.

+ +

 

+ +

The final result is a .jet file that the +content author gives to the application programmer for use in the game or +application.

+ +

 

+ +

 

+ +

1.2        +Abbreviations and Common Terms

+ +

It is important to use a common set of +terms to minimize confusion. Since JET uses MIDI +in a unique way, normal industry terms may not always suffice. Here is the +definition of terms as they are used in this document and in the JET Creator +application:

+ +

 

+ +

Channel: MIDI data associated with a specific MIDI +channel. Standard MIDI allows for 16 channels of MIDI +data each of which are typically associated with a specific instrument.

+ +

 

+ +

Controller: A MIDI event consisting of a +channel number, controller number, and a controller value. The MIDI spec associates many controller numbers with +specific functions, such as volume, expression, sustain pedal, etc. JET also +uses controller events as a means of embedding special control information in a +MIDI sequence to provide for audio +synchronization.

+ +

 

+ +

DAW: Digital Audio Workstation. A common term for MIDI +and audio sequencing applications such as Logic, SONAR, Cubase and others.

+ +

 

+ +

EAS: Embedded MIDI Synthesizer. The +name of the SONiVOX MIDI synthesizer engine.

+ +

 

+ +

JET: Jet Interactive Engine. The name of the SONiVOX JET interactive +music engine.

+ +

 

+ +

Segment: A musical section such as a chorus or verse that is a component of +the overall composition. In JET, a segment can be an entire MIDI file or a +derived from a portion of a MIDI file.

+ +

 

+ +

SMF-0: Standard MIDI File Type 0, a MIDI file that contains a single +track, but may be made up of multiple channels of MIDI +data.

+ +

 

+ +

SMF-1: Standard MIDI File Type 1, a MIDI file that contains a one more +tracks, and each track may in turn be made up of one or more channels of MIDI data. By convention, each channel is stored on a +separate track in an SMF-1 file. However, it is possible to have multiple MIDI +channels on a single track, or multiple tracks that contain data for the same MIDI channel.

+ +

 

+ +

Track: A single track in a DAW containing a timed sequence of MIDI events. Be careful not to confuse Tracks with +Channels. A MIDI file may contain many tracks with several tracks utilizing the +same MIDI channel.

+ +

 

+ +

 

+ +

1         +The JET Interactive Music Concept

+ +

Interactive music can be defined as music +that changes in real-time according to non-predictable events such as user +interaction or game play events. In this way, interactive music is much more +engaging as it has the ability to match the energy and mood of a game much +closer than a pre-composed composition that never changes. In some applications +and games, interactive music is central to the game play. Guitar Hero is one +such popular game. When the end user successfully ‘captures’ the musical notes +coming down the fret board, the music adapts itself and simultaneously keeps +score of successes and failures. JET allows for these types of music driven +games as well.

+ +

 

+ +

There are several methods for making and +controlling interactive music and JET is one such method. This section +describes the features of JET and how they might be used in a game or software +application. It also describes how JET can be used to save memory in small +footprint devices such as Android enabled mobile handsets.

+ +

1.1.1       Data Compression

+ +

JET supports a flexible music format that +can be used to create extended musical sequences with a minimal amount of data. +A musical composition is broken up into segments that can be sequenced to +create a longer piece. The sequencing can be fixed at the time the music file +is authored, or it can be created dynamically under program control.

+ +

1.1.2       Linear Music Example

+ +

+ +

Figure 1: Linear Music Piece

+ +

 

+ +

This diagram shows how musical segments are +stored. Each segment is authored as a separate MIDI +file. A post-processing tool combines the files into a single container file. +Each segment can contain alternate music tracks that can be muted or un-muted +to create additional interest. An example might be a brass accent in the chorus +that is played only the last time through. Also, segments can be transposed up +or down.

+ +

 

+ +

The bottom part of the diagram shows how +the musical segments can be recombined to create a linear music piece. In this +example, the bridge might end with a half-step key modulation and the remaining +segments could be transposed up a half-step to match.

+ +

1.1.3          +Non-linear Music Example

+ +

+ +

Figure 2: Non-linear music piece

+ +

 

+ +

In this diagram, we see a non-linear music +piece. The scenario is a first-person-shooter (FPS) and JET is providing the +background music. The intro plays as the level is loading and then transitions +under program control to the Searching segment. This segment is repeated +indefinitely, perhaps with small variations (using the mute/un-mute feature) +until activity in the game dictates a change.

+ +

 

+ +

As the player nears a monster lair, the +program starts a synchronized transition to the Danger segment, increasing the +tension level in the audio. As the player draws closer to the lair, additional +tracks are un-muted to increase the tension.

+ +

 

+ +

As the player enters into combat with the +monster, the program starts a synchronized transition to the Combat segment. +The segment repeats indefinitely as the combat continues. A Bonus Hit +temporarily un-mutes a decorative track that notifies the player of a +successful attack, and similarly, another track is temporarily un-muted to +signify when the player receives Special Damage.

+ +

 

+ +

At the end of combat, the music transitions +to a victory or defeat segment based on the outcome of battle.

+ +

1.1.4          +Mute/Un-mute Synchronization

+ +

JET can also synchronize the muting and +un-muting of tracks to events in the music. For example, in the FPS game, it +would probably be desirable to place the musical events relating to bonuses and +damage as close to the actual game event as possible. However, simply un-muting +a track at the moment the game event occurs might result in a music clip +starting in the middle. Alternatively, a clip could be started from the +beginning, but then it wouldn’t be synchronized with the other music tracks.

+ +

 

+ +

However, with the JET sync engine, a clip +can be started at the next opportune moment and maintain synchronization. This +can be accomplished by placing a number of short music clips on a decorative +track. A MIDI event in the stream signifies +the start of a clip and a second event signifies the end of a clip. When the +application calls the JET clip function, the next clip in the track is allowed +to play fully synchronized to the music. Optionally, the track can be +automatically muted by a second MIDI event.

+ +

 

+ +

+ +

Figure 3: Synchronized Mute/Unmute

+ +

1.2        +Audio Synchronization

+ +

JET provides an audio synchronization API +that allows game play to be synchronized to events in the audio. The mechanism +relies on data embedded in the MIDI file at +the time the content is authored. When the JET engine senses an event during +playback it generates a callback into the application program. The timing of +the callback can be adjusted to compensate for any latency in the audio +playback system so that audio and video can be synchronized. The diagram below +shows an example of a simple music game that involves pressing the left and +right arrows in time with the music.

+ +

 

+ +

 

+ +

+ +

Figure 4: Music Game with Synchronization

+ +

 

+ +

The arrows represent events in the music +sequence where game events need to be synchronized. In this case, the blue +arrow represents a time where the player is supposed to press the left button, +and the red arrow is for the right button. The yellow arrow tells the game +engine that the sequence is complete. The player is allowed a certain time +window before and after the event to press the appropriate key.

+ +

 

+ +

If an event is received and the player has +not pressed a button, a timer is set to half the length of the window. If the +player presses the button before the timer expires, the game registers a +success, and if not, the game registers a failure.

+ +

 

+ +

If the player presses the button before the +event is received, a timer is set to half the length of the window. If an event +is received before the timer expires, the game registers a success, and if not, +the game registers a failure. Game play might also include bonuses for getting +close to the timing of the actual event.

+ +

 

+ +

2         +JET Content Authoring Overview

+ +

To author JET files and hear them playback interactively, +the content author will work in two or three applications which are designed to +work together smoothly. The first is application is any off-the-shelf MIDI sequencing application or Digital Audio Workstation +that supports VST (for PC) or AU (for Mac) plugins. (Logic, SONAR, Cubase, etc) +Here the author will compose their MIDI music +files using the SONiVOX EAS Synth plugin as the playback synthesizer.

+ +

 

+ +

Once the composer has completed their MIDI file(s), they import them into the JET Creator application. +Here the author will setup and audition the conditions for interactive playback +within the JET enabled game.

+ +

 

+ +

Optionally, the author may elect to create +a custom DLS soundbank. This can be created in any off-the-shelf DLS authoring +application, such as Awave from MJSoft, and loaded into JET Creator along with +the MIDI files.

+ +

 

+ +

Below is an overview of this process. A +more detailed explanation of each step follows.

+ +

 

+ + + +

 

+ +

Launch DAW – Content authors will need to +use a third party MIDI authoring application to compose their MIDI +files. It is recommended they use a digital audio workstation (DAW) application +that supports VST or AU plugins as this will enable them to listen to the EAS +MIDI Synthesizer and DLS2 soundsets that will be utilized in the Android +application itself. Some examples of popular DAWs include SONAR (PC) and LOGIC +(MAC).

+ +

 

+ +

Assign SONiVOX EAS Synth plugin as the +playback synthesizer – The SONiVOX EAS Synth plugin is a VST and AU compatible +virtual instrument that plugs into VST or AU compatible DAWs. This software +plugin uses the same SONiVOX EAS MIDI synthesizer engine and default General +MIDI  wavetable soundset inherent in +Android. Using this plugin allows content authors to hear the exact audio +rendering of the instruments and MIDI file +that will be used in their Android applications.

+ +

 

+ +

Optionally Load DLS2 Soundset – The SONiVOX +EAS Synth plugin allows for the loading of any DLS2 compatible soundset for +playback. These could include a new GM wavetable set, or a small collection of +just a few custom instruments for a given application. Note, the DLS file does +not replace the internal GM wavetable used by the EAS engine. DLS soundsets +play in conjunction with the internal GM wavetable.

+ +

 

+ +

Compose MIDI File – Compose MIDI soundtracks for the Android application.

+ +

 

+ +

Launch JET Creator – Once all DLS2 and MIDI source files have been authored, the content author +should launch the JET Creator and begin creating JET Segments. The segments +will reference the MIDI files and any custom +DLS2 soundbanks.

+ +

 

+ +

Assign JET Segment Attributes – After +creating segments the content author interactive elements. Interactive elements +include mute and unmute settings of individual tracks in the MIDI file(s) as +well as MIDI controller numbers that serve as +“events” in the game. These attributes tell the JET engine how and when to play +the different musical segments according to the JET API commands in the Android +application. See below for more detail on this.

+ +

 

+ +

Audition Interactive Playback – After +assigning the segment attributes and creating the JET file, the content author +can audition all interactive playback elements in the JET Audition window.

+ +

 

+ +

Save .jtc File – After the author is +satisfied with the result, it is recommended they save the JET Creator .jtc +file which will save their settings, references to source files, etc.

+ +

 

+ +

Export Files – Exporting the JET Creator +file will bundle all source files and their attributes into a single .zip file. +The zip file will also contain a .jet file for use by the Android application.

+ +

 

+ +

 

+ +

3         +EAS Synth Virtual Instrument Plugin

+ +

Included in the JET Creator package is the +EAS software synthesizer in plug-in format. The EAS plugin synth allows the +composer to hear the instruments used in Android as they are composing their MIDI sequence. The EAS Synth plugin allows for the +loading of custom DLS2 sounds as well.

+ +

 

+ +

3.1        +Installing the EAS Synth Plugin

+ +

Follow the instructions for your individual +DAW to install and utilize the plugin. For Mac users this will typically +involve copying the “EAS Synth.componant” file into your plugins folder which +is usually located at /Library/Audio/Plug-ins/Components. PC users will want to +install the “EAS Synth.dll” into the plugin folder that their DAW requires.

+ +

 

+ +

3.2        +Requirements and Settings for +using the EAS Synth Plugin

+ +

The EAS Synth is an embedded synthesizer +for small mobile devices. This means it does not have the flexibility of high +end synthesizers typically utilized in a professional application such as +Logic, Digital Performer, etc. As such, only the following attributes are +supported.

+ +

 

+ +

Macintosh:

+ +

 

+ +

Mac OSX (Intel) Macs

+ +

ASIO Supported Soundcards

+ +

Sample Rate:    44100 hz

+ +

Buffer Size:       256 kbytes

+ +

 

+ +

PC:

+ +

 

+ +

Windows 2000 or Vista +operating systems

+ +

ASIO supported soundcards

+ +

Sample Rate:    44100 hz

+ +

Buffer Size:       256 kbytes

+ +

 

+ +

3.3        +Assigning MIDI +Tracks to use the EAS Synth

+ +

Each DAW has its own particular method of +assigning MIDI tracks to virtual instrument +plugins such as the SONiVOX EAS Synth. Please consult the user manual for your +DAW for detailed instructions. Below are some general guidelines for Logic +(Mac) and SONAR (PC).

+ +

3.3.1          +LOGIC 8

+ +

The SONiVOX EAS Synth virtual instrument is +a multi-timbral synthesizer. (i.e. it plays back multiple instruments on unique +MIDI channels in a single instance) In Logic +8, however, you’ll want to set up 16 Logic Instruments, +each with their own instance of the EAS Synth. Each Instrument should be assigned +its own MIDI channel. Use Channel 10 for +Drums. The reason for this is that MIDI controller messages, such as Volume +(CC7) and Pan (CC10) will not be channelized if the plugin is assigned to only +a single Instrument and all MIDI tracks are +set to playback on that Instrument. In order for each MIDI +channel to respond to its own controller messages, you must assign 16 different +EAS Synth instances to 16 unique Logic Instruments.

+ +

 

+ +

A Logic 8 template file has been included +in the Android Cupcake release to facilitate the above.

+ +

 

+ +

Playback in Logic 8 may require you to be +in record enable mode for each track you are auditioning. To record enable +multiple tracks hold down the Option key.

+ +

 

+ +

To write out a standard MIDI +(type 1) file from Logic, you need to use the File Export command. IMPORTANT: +Most edits in Logic are non-destructive edits meaning they are not modifying +the actual data but rather adding an overlay onto to the data. Quantize is one +such non-destructive edit. Therefore when you export a MIDI +file, you may not see your quanitization settings.

+ +

 

+ +

In addition, the mix parameters for volume, +pan and program changes may not appear in the event list and therefore may not +write out with the MIDI file. Before exporting +a MIDI file in Logic it is recommended you do +the following:

+ +

 

+ +

Select All and use the “Insert MIDI > +Insert MIDI Settings as Events” command.

+ +

 

+ +

Select All and use the “Apply Quantization +Settings Destructively” command.

+ +

 

+ +

3.3.2          +Cakewalk SONAR 7

+ +

Sonar 7 is a bit easier to set up, use and +save than Logic 8. Simply open or start a new MIDI +file. Go to the Insert menu and select Insert Soft Synth>SONiVOX>EAS +Synth. Then assign each MIDI track’s output to +the EAS Synth. There is no need to record enable a track to hear it play back. +When saving, be sure to select MIDI Type 1.

+ +

 

+ +

SONAR 8 works similarly to SONAR 7.

+ +

 

+ +

3.3.3          +Digital Performer

+ +

We’ve seen some instances when creating +content with Digital Performer where notes with a release velocity of non-0 +will generate an extra note-on event in the EAS synth. If you are hearing a +doubling, editing the release velocity events to zero should fix this problem.

+ +

 

+ +

3.4        +Using Custom DLS2 Soundsets

+ +

The SONiVOX EAS Synthesizer supports two +simultaneous soundsets or wavetables. One is the internal General MIDI wavetable +inherent to the SONiVOX EAS Synthesizer. The other is a Downloadable Sounds +Level 2 (DLS2) soundset. The internal wavetable is a GM Level 1 compliant +wavetable with 127 melodic instruments and 1 drumkit. It is in a proprietary +SONiVOX format. The DLS2 soundsets are an open format published by the MIDI +Manufactures Association.

+ +

 

+ +

In the Android Cupcake release, the +internal wavetable is only 200 kbytes, very small, in order to be compliant +with all Android devices which may not have a lot of memory. DLS2 soundsets can +be any size that a particular device supports. Upgraded (larger) internal +wavetables as well as custom DLS2 instruments can be licensed from SONiVOX.

+ +

3.4.1          +Loading a DLS2 Soundset

+ +

To load a custom soundset, click on the +Load DLS button in the EAS Synth plugin interface. Browse to the DLS2 file you +wish to load and say OK. Only DLS Level 2 formatted soundsets are +supported.

+ +

 

+ +

3.4.2          +Using a DLS2 Soundset

+ +

Since both the internal EAS GM wavetable +and a custom DLS2 soundset are used simultaneously, you must be sure you have +your MIDI Program Changes set correctly. DLS2 instruments must be assigned to a +Bank other than the default GM bank +used by the internal synthesizer.

+ +

 

+ +

The internal EAS synthesizer is assigned to +Banks 121 (melodic instruments) and 120 (drum instruments). This follows the +General MIDI Level 1 specification. Note: Most MIDI +sequencers require you to use Bank 0 to select the default wavetable. Custom +DLS2 soundsets, therefore, should utilize a different Bank. We recommend Bank +1.

+ +

 

+ +

The EAS synth supports MSB (Controller 0), +LSB (Controller 32) Bank change messages. There are two places you need to set +this Bank and Program Change number. The first is in your DLS2 soundset. Using +Bank 1, each Instrument would be assigned MSB 1, LSB 0, then the Instrument +Program Change number. The second place to use the Bank and Program Change +number is in your MIDI sequence.

+ +

 

+ +

In your MIDI +track, the MSB should be sent first followed by the LSB and then the Instrument +number. For example, if your DLS2 instrument is assigned MSB 1, LSB 0, +Program1, you would send CC0, 1 followed by CC32, 0 followed by Program Change +Message 1. This might look like the following in an event window:

+ +

 

+ +

 

+ +

+ +

 

+ +

 

+ +

 

+ +

4         +JET Creator Guidelines

+ +

JET Creator is the desktop application +where you’ll edit and audition the JET interactive music elements. For details +on the JET Creator application please see the “JET Creator User Manual”. Below +are some additional guidelines to help you out.

+ +

 

+ +

 

+ +

 

+ +

4.1        +Order of Tasks

+ +

As with all projects, its best to discuss and +design the interactive music scheme with the game designer and programmer +before beginning your composition. An outline and/or specification can go a +long way in saving you from having to redo things after the game is in place.

+ +

 

+ +

In general you’ll want to first write your +music in your DAW of choice the way you’re used to composing, then break up the +final MIDI file as needed for the application. +Next, move to JET Creator and create all of your music segments in the order +easiest to preview them when played in order. Finally, add the JET Events to +control the segments via the Android game and Audition them as needed in JET +Creator. Finally, save the project in JET Creator and hand off the .jet file to +the programmer to integrate it in the game. After previewing there will likely +be changes to the MIDI file(s) and JET Creator +attributes.

+ +

 

+ +

4.2        +Conserving Memory

+ +

If you’re trying to conserve memory, +compose as few MIDI files as possible, and create several segments from that MIDI file. For example a 12 bar MIDI +file with three sections of 4 bars, A, B, C, can create a much longer song. +Simply create multiple segments that reference the one MIDI +file, then order them however you like. For example, A, A, B, A, C, A, B, A, A +would create a 36 bar song. Use JET to add repeats, transpose segments, and +interactively mute and unmute tracks to keep it even more interesting.

+ +

 

+ +

4.3        +Replicate

+ +

To make adding segments or events faster, +use the Replicate command. Replicate can add multiple segments or events at one +time and uses an offset parameter and prefix naming convention to keep things +easy to read. The MOVE command is also useful for moving multiple events by a +set number of measures, beats or ticks.

+ +

 

+ +

4.4        +Interactive Options

+ +

There are several interactive audio +concepts possible in JET. Below are a few examples although we hope developers +will come up with others we haven’t thought of! These are:

+ +

4.4.1          +Multiple Segment Triggering

+ +

In this method the application is +triggering specific segments based on events in the game. For example a hallway +with lots of fighting might trigger segment 1 and a hallway with no fighting +might trigger segment 2. Using JET TriggerClips in conjunction with this method +creates even more diversity.

+ +

4.4.2          +Mute Arrays

+ +

In this method the application is +triggering mute and unmute events to specific tracks in a single MIDI sequence. For example a hallway with lots of +fighting might play MIDI tracks 1-16 and a +hallway with no fighting might play the same midi file but mute tracks 9-16. +Using JET TriggerClips in conjunction with this method creates even more +diversity.

+ +

4.4.3          +Music Driven Gameplay

+ +

Music driven gaming is similar to what +Guitar Hero and JETBOY have done in that the music content determines how +graphic events are displayed. The application then queries the user response to +the graphic events and interactively modifies the music in response. In this +method the game is utilizing JET Application Events, MIDI controllers that are +embedded in the MIDI file and read by the game +in real-time. Based on the user response, multiple segment triggering and/or +mute arrays can be set.

+ +

 

+ +

 

+ +
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SONiVOX JET Creator User Documentation    +Vrs.3   Page 1/13

+ +
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+   Copyright (C) 2009 The Android Open Source Project
+
+   Licensed under the Apache License, Version 2.0 (the "License");
+   you may not use this file except in compliance with the License.
+   You may obtain a copy of the License at
+
+         http://www.apache.org/licenses/LICENSE-2.0
+
+   Unless required by applicable law or agreed to in writing, software
+   distributed under the License is distributed on an "AS IS" BASIS,
+   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+   See the License for the specific language governing permissions and
+   limitations under the License.
+
+ +
+ +

JETCreator™ User Manual

+ +

Vrs 1.0

+ +

Content +Authoring Application for the

+ +

JET +Interactive Music Engine

+ +

Authored by SONiVOX

+ +

www.sonivoxrocks.com

+ +

Copyright 2009 Sonic Network, Inc.

+ + + +

 

+ +

 

+ +

1         +Introduction

+ +

1.1        +Overview

+ +

This document contains the user guidelines +for the SONiVOX JET Creator, an authoring application for creating and +auditioning JET files. JET is an interactive music player for small embedded +devices, including the Google Android platform. It allows applications to +include interactive music soundtracks, in MIDI +format, that respond in real-time to game play events and user interaction.

+ +

 

+ +

JET works in conjunction with SONiVOX’s +Embedded Audio Synthesizer (EAS) which is the MIDI +playback device for Android.  Both the +JET and EAS engines are integrated into the Android embedded platform as well +as inherent in the JET Creator application. As such, the JET content author can +be sure that the playback will sound exactly the same in both the JET Creator +and the final Android application playing back on Android mobile devices.

+ +

 

+ +

In addition to the graphical user +interface, there are two main functionalities taking place in JET Creator. The +first involves gathering all the source data (MIDI +files and DLS file), adding JET’s real-time attributes and building a JET +(.jet) file that the Android application will use. The second functionality +involves auditioning the interactive playback elements as they will take place +in the Android application.

+ +

 

+ +

The JET Creator application is written in +the Python programming language, therefore you need to have the current version +of Python and WXWidgets installed. There is both a Mac and Windows version.

+ +

 

+ +

 

+ +

1.2        +Abbreviations and Common Terms

+ +

 

+ +

It is important to use a common set of +terms to minimize confusion. Since JET uses MIDI +in a unique way, normal industry terms may not always suffice. Here is the +definition of terms as they are used in this document and in the JET Creator +application:

+ +

 

+ +

Channel: MIDI data associated with a specific MIDI +channel. Standard MIDI allows for 16 channels of MIDI +data each of which are typically associated with a specific instrument.

+ +

 

+ +

Controller: A MIDI event consisting of a +channel number, controller number, and a controller value. The MIDI spec associates many controller numbers with +specific functions, such as volume, expression, sustain pedal, etc. JET also +uses controller events as a means of embedding special control information in a +MIDI sequence to provide for audio synchronization.

+ +

 

+ +

DAW: Digital Audio Workstation. A common term for MIDI +and audio sequencing applications such as Logic, SONAR, Cubase and others.

+ +

 

+ +

EAS: Embedded MIDI Synthesizer. The +name of the SONiVOX MIDI synthesizer engine.

+ +

 

+ +

JET: Jet Interactive Engine. The name of the SONiVOX JET interactive +music engine.

+ +

 

+ +

M/B/T: Measures, Beats and Ticks

+ +

 

+ +

Segment: A musical section such as a chorus or verse that is a component of +the overall composition. In JET, a segment can be an entire MIDI file or a +derived from a portion of a MIDI file.

+ +

 

+ +

SMF-0: Standard MIDI File Type 0, a MIDI file that contains a single +track, but may be made up of multiple channels of MIDI +data.

+ +

 

+ +

SMF-1: Standard MIDI File Type 1, a MIDI file that contains a one more +tracks, and each track may in turn be made up of one or more channels of MIDI data. By convention, each channel is stored on a +separate track in an SMF-1 file. However, it is possible to have multiple MIDI +channels on a single track, or multiple tracks that contain data for the same MIDI channel.

+ +

 

+ +

Track: A single track in a DAW containing a timed sequence of MIDI events. Be careful not to confuse Tracks with +Channels. A MIDI file may contain many tracks with several tracks utilizing the +same MIDI channel.

+ +

 

+ +

 

+ +

1         +The JET Interactive Music Concept

+ +

Interactive music can be defined as music +that changes in real-time according to non-predictable events such as user +interaction or game play events. In this way, interactive music is much more +engaging as it has the ability to match the energy and mood of a game much +closer than a pre-composed composition that never changes. In some applications +and games, interactive music is central to the game play. Guitar Hero is one +such popular game. When the end user successfully ‘captures’ the musical notes +coming down the fret board, the music adapts itself and simultaneously keeps +score of successes and failures. JET allows for these types of music driven +games as well.

+ +

 

+ +

There are several methods for making and +controlling interactive music and JET is one such method. This section +describes the features of JET and how they might be used in a game or software +application. It also describes how JET can be used to save memory in small +footprint devices such as Android enabled mobile handsets.

+ +

1.1.1       Data Compression

+ +

JET supports a flexible music format that +can be used to create extended musical sequences with a minimal amount of data. +A musical composition is broken up into segments that can be sequenced to +create a longer piece. The sequencing can be fixed at the time the music file +is authored, or it can be created dynamically under program control.

+ +

1.1.2       Linear Music Example

+ +

+ +

Figure 1: Linear Music Piece

+ +

 

+ +

This diagram shows how musical segments are +stored. Each segment is authored as a separate MIDI +file. A post-processing tool combines the files into a single container file. +Each segment can contain alternate music tracks that can be muted or un-muted +to create additional interest. An example might be a brass accent in the chorus +that is played only the last time through. Also, segments can be transposed up +or down.

+ +

 

+ +

The bottom part of the diagram shows how +the musical segments can be recombined to create a linear music piece. In this +example, the bridge might end with a half-step key modulation and the remaining +segments could be transposed up a half-step to match.

+ +

1.1.3          +Non-linear Music Example

+ +

+ +

Figure 2: Non-linear music piece

+ +

 

+ +

In this diagram, we see a non-linear music +piece. The scenario is a first-person-shooter (FPS) and JET is providing the +background music. The intro plays as the level is loading and then transitions +under program control to the Searching segment. This segment is repeated indefinitely, +perhaps with small variations (using the mute/un-mute feature) until activity +in the game dictates a change.

+ +

 

+ +

As the player nears a monster lair, the +program starts a synchronized transition to the Danger segment, increasing the +tension level in the audio. As the player draws closer to the lair, additional +tracks are un-muted to increase the tension.

+ +

 

+ +

As the player enters into combat with the +monster, the program starts a synchronized transition to the Combat segment. +The segment repeats indefinitely as the combat continues. A Bonus Hit +temporarily un-mutes a decorative track that notifies the player of a +successful attack, and similarly, another track is temporarily un-muted to +signify when the player receives Special Damage.

+ +

 

+ +

At the end of combat, the music transitions +to a victory or defeat segment based on the outcome of battle.

+ +

1.1.4          +Mute/Un-mute Synchronization

+ +

JET can also synchronize the muting and +un-muting of tracks to events in the music. For example, in the FPS game, it would +probably be desirable to place the musical events relating to bonuses and +damage as close to the actual game event as possible. However, simply un-muting +a track at the moment the game event occurs might result in a music clip +starting in the middle. Alternatively, a clip could be started from the +beginning, but then it wouldn’t be synchronized with the other music tracks.

+ +

 

+ +

However, with the JET sync engine, a clip +can be started at the next opportune moment and maintain synchronization. This +can be accomplished by placing a number of short music clips on a decorative +track. A MIDI event in the stream signifies +the start of a clip and a second event signifies the end of a clip. When the +application calls the JET clip function, the next clip in the track is allowed +to play fully synchronized to the music. Optionally, the track can be +automatically muted by a second MIDI event.

+ +

 

+ +

+ +

Figure 3: Synchronized Mute/Unmute

+ +

1.2        +Audio Synchronization

+ +

JET provides an audio synchronization API +that allows game play to be synchronized to events in the audio. The mechanism +relies on data embedded in the MIDI file at +the time the content is authored. When the JET engine senses an event during +playback it generates a callback into the application program. The timing of +the callback can be adjusted to compensate for any latency in the audio +playback system so that audio and video can be synchronized. The diagram below +shows an example of a simple music game that involves pressing the left and +right arrows in time with the music.

+ +

 

+ +

 

+ +

+ +

Figure 4: Music Game with Synchronization

+ +

 

+ +

The arrows represent events in the music sequence +where game events need to be synchronized. In this case, the blue arrow +represents a time where the player is supposed to press the left button, and +the red arrow is for the right button. The yellow arrow tells the game engine +that the sequence is complete. The player is allowed a certain time window +before and after the event to press the appropriate key.

+ +

 

+ +

If an event is received and the player has +not pressed a button, a timer is set to half the length of the window. If the +player presses the button before the timer expires, the game registers a +success, and if not, the game registers a failure.

+ +

 

+ +

If the player presses the button before the +event is received, a timer is set to half the length of the window. If an event +is received before the timer expires, the game registers a success, and if not, +the game registers a failure. Game play might also include bonuses for getting +close to the timing of the actual event.

+ +

 

+ +

2         +JET Content Authoring Overview

+ +

To author JET files and hear them playback +interactively, the content author will work in two applications which are +designed to work together smoothly. The first is application is any +off-the-shelf MIDI sequencing application that +supports VST (for PC) or AU (for Mac) plugins. Here the author will compose +their MIDI music files using the plugin as the +synthesizer device. The second application is the JET Creator application. Here +the author will import their MIDI music files +(and optionally a DLS2 soundset) and setup the conditions for interactive +playback within the JET enabled game. Optionally the content author may create +a custom set of DLS instruments using an instrument editor that supports the +DLS Level 2 format. One such application is Awave from MJSoft.

+ +

 

+ +

Please see the JET Content Authoring Guidelines documentation for additional +details on content authoring.

+ +

 

+ +

3         +Installing and Launching JET +Creator

+ +

JET Creator is a python language +application, therefore, you must have Python and wxPython installed on your +machine.

+ +

 

+ +

JetCreator was created and tested with:

+ +

 

+ +

Python Version 2.5.4

+ +

wxPython Version 2.8.7.1

+ +

 

+ +

These can be downloaded here:

+ +

 

+ +

PC:

+ +

http://www.python.org/download/releases/2.5.4/

+ +

http://www.wxpython.org/download.php

+ +

 

+ +

MAC:

+ +

http://wiki.python.org/moin/MacPython/Leopard

+ +

http://www.wxpython.org/download.php

+ +

 

+ +

After installing Python and wxPython, +simply unzip or copy all the files in the JET Creator application directory to +a folder on your hard drive.

+ +

                                                    

+ +

To launch JET Creator go to a command +prompt and set the directory to where you’ve installed Python. Next run python +with the command:

+ +

 

+ +

python +jetcreator.py

+ +

 

+ +

 

+ +

4         +Using JET Creator

+ +

 

+ +

4.1        +File Types

+ +

There are a few different file types +associated with JET Creator.

+ +

 

+ +

.jtc        JET +Creator project file. This file contains all the information associated with a +JET Creator project. When you Save or Save-as out of JET Creator, this file +type is saved.

+ +

 

+ +

.jet        JET +File. This output file is automatically generated from JET Creator whenever you +save your JET Creator project. This is the file that bundles all JET assets +together into a single file that the Android application will use. Give this +file to the Android application developer.

+ +

 

+ +

.mid      MIDI File. This is the standard MIDI +type 1 file that JET Creator will use to make segments.

+ +

 

+ +

.seg      Segment +File. This is a JET Segment file. It has the same name as the MIDI +file which it references but contains additional Segment information.

+ +

 

+ +

.zip       Zip +Archive file. When you Export a JET Archive, a zip file is created that +contains all the assets (files) necessary for JET Creator. Use this to transfer +JET Creator projects to other people.

+ +

 

+ +

4.2        +Open Dialog

+ +

When +you first launch JET Creator you are presented with an open dialog like the +following.

+ +

 

+ +

+ +

 

+ +

 

+ +

Open will open an existing .jtc (JET Creator file) file. Use the browser +button to browse to the directory where you have saved your .jtc file.

+ +

 

+ +

New will create a new .jtc file.

+ +

 

+ +

Import will import a JET Archive (.zip) file.

+ +

 

+ +

Cancel will cancel the dialog and exit the application.

+ +

 

+ + + +

5         +Main Window

+ +

The main window of the JET Creator +application looks like the picture below. There are three main sections from +top to bottom: segment view, event view, and timeline.

+ +

 

+ +

The segment view section displays a list of +the current segments, which MIDI file and +(optionally) DLS2 file each segment is derived from. It also shows each +segments start and stop time and each segments quantize, transpose, repeat and +mute flag settings.

+ +

 

+ +

Just below the Segment view is the event +view. The event view section displays all events associated with a given +segment. Events only display when the segment they are assigned to is +highlighted. Each event displays its type, start and end points, track and midi +channel assignment, and its event ID.

+ +

 

+ +

Just below the Event view is the timeline +display. The timeline shows how many measures a given segment is as well as any +events associated with that segment. The timeline changes to display the +currently selected or playing segment. You can trigger an event in this window +while the segment is play by simply clicking on the event in the timeline +display.

+ +

 

+ +

 

+ +

+ +

 

+ +

JET +Creator Main Window

+ +

 

+ +

 

+ +

The buttons along the left side of main +window do the following:

+ +

 

+ +

Add:                    - +Displays the segment or event window for adding a new segment or event

+ +

Revise:                - +Displays the segment or event window for updating an existing segment or event

+ +

Delete:                 - +Deletes the selected segment or event (will ask for confirmation)

+ +

Move:                  - +Displays the move window which allows you to move selected segments or events +in time

+ +

Queue All:            - Queue’s +(selects) all segments for playback

+ +

Dequeue All:        - Dequeue’s +(deselects) all segments

+ +

Play:                    - +Starts playback of all queue’d segments. This button changes to Stop if any +segments are playing

+ +

Audition:              - +Displays the Audition window (see below)

+ +

 

+ +

5.1        +Segment Window

+ +

The segment window is where a given +segment’s attributes are assigned and auditioned, as shown in the picture +below. The left side of the window displays the segments attributes that are +stored in the JET file. The right side of the window allows the author to set +mute flags, repeat and transpose settings and audition the segment as it will +play in the JET game.

+ +

 

+ +

Note: the audition attributes (mute flags, repeat and transpose) are not stored in the JET content file +(.jet) but rather are defined by the game or application itself. In programming +language, these settings correspond directly with the API calls to the JET +engine. By including them here, the JET content author can simulate how the +segment will respond to the applications API commands during game play.

+ +

 

+ +

 

+ +

+ +

 

+ +

 

+ +

The segment parameters do the following:

+ +

 

+ +

Segment Name             - Sets +the name of the segment

+ +

MIDI File                       - +The name and location of the MIDI file from which +the segment is derived. The button to the immediate right will bring up a +browser for locating a midi file on the hard drive.

+ +

DLS File                       - +The name and location of the DLS2 file, if any, that the MIDI +file uses for that segment.

+ +

Starting M/B/T               - +Starting measure, beat and tick of the segment

+ +

Ending M/B/T                - +Ending measure, beat and tick of the segment

+ +

Quantize                       - +Quantize value for quantizing the current segment during playback

+ +

 

+ +

 

+ +

The audition fields are as follows:

+ +

 

+ +

Track Mutes                  - +Shows the MIDI tracks (not channels) +in the MIDI file. Clicking on a track’s +checkbox will mute that track.

+ +

Channel                        - +Displays the MIDI channel assigned to each +track

+ +

Name                            - +Displays the track name meta event (if present) for each track

+ +

Repeat                          - +Indicates the number of times a segment should repeat during playback

+ +

Transpose                     - +Indicates the transposition in semi-tones or half-steps a segment should +transpose during playback

+ +

 

+ +

To the right of the Audition window are a few additional buttons. +These do as follows:

+ +

 

+ +

OK                               - +Selecting OK confirms all segment settings and closes the segment window

+ +

Cancel                          - +Selecting Cancel cancels any changes and closes the segment window

+ +

Replicate                      - +Displays the Replicate Segment window for entering multiple segments at once. +See below.

+ +

Play/Stop Segment       - Starts +or Stops playback of the segment using the segment attributes assigned.

+ +

Play/Stop MIDI File       - +Starts or Stops playback of the MIDI file +which the segment is assigned to.

+ +

Pause/Resume              - +Pauses or Resumes playback.

+ +

 

+ +

 

+ +

5.2        +Event Window

+ +

The event window is where a given segment’s +event attributes are assigned and auditioned, as shown in the picture below. To +add an event to a segment, the author must first select the segment which will +contain the event, then select the Add button. This will bring up the Event +window.

+ +

 

+ +

+ +

 

+ +

 

+ +

There are two main sections to the event +window. The segment section on the left side of the event window is for display +only. It shows what the segment attributes are for the given segment. The Event +section, on the right side, is where events can be assigned. The following +parameters are available:

+ +

 

+ +

Event Name                    - +Assigns a name to an event

+ +

Event Type                     - +Selects which type of event to assign.

+ +

Starting M/B/T                - +Sets the starting measure, beat, and tick for the event

+ +

Ending M/B/T                 - +Sets the ending measure, beat, and tick for the event, if applicable

+ +

Track                              - +Sets which track in the given segment the event will apply to

+ +

Channel                          - +Sets which MIDI channel the event will apply +to. The MIDI channel should match the MIDI +channel of the track

+ +

Event ID                         - +Sets the event ID for the event. Multiple events can be assigned to the same +segment and therefore the Event ID is used to identify them

+ +

 

+ +

To the right of the Audition window are a few additional buttons. +These do as follows:

+ +

 

+ +

OK                               - +Selecting OK confirms all event settings and closes the event window

+ +

Cancel                          - +Selecting Cancel cancels any changes and closes the event window

+ +

Replicate                      - +Displays the Replicate Event window for entering multiple events at once. See +below.

+ +

Play/Stop                     - +Starts or Stops playback of the segment using the segment attributes assigned. +While the segment is playing, events can be triggered and auditioned.

+ +

Trigger                          - +Triggers the event assigned. This replicates the API command that the JET game +will use to trigger the event, therefore giving the content author a method for +auditioning the behaviour of the event.

+ +

Mute/UnMute                 - +Mute/UnMute will mute or unmute the track that the event is assigned to

+ +

Pause/Resume              - +Pauses or Resumes playback.

+ +

 

+ +

To audition the behaviour of an event, you +can select the Play button. This will initiate playback. The trigger button +will send the trigger event when pressed. This is equivalent to selecting the +green trigger event in the timeline.

+ +

 

+ +

Note: Trigger events are meant to unmute a +single track of a segment when triggered, then mute that track at the end of +the trigger segment. Therefore you should make sure the mute flag is set to +mute the track that a trigger event will be unmuting when receiving a trigger event. +

+ +

 

+ +

Please read Section 7 “Under The Hood” +below for details on how trigger events work and behave.

+ +

 

+ +

5.3        +Replicate Windows

+ +

Often in creating JET files, you’ll need to +create tens or even hundreds of events. You may also need to move events. The +Replicate and Move windows allow for this. There are two Replicate windows for +creating multiple segments or events. They look like the following:

+ +

 

+ +

+ +

 

+ +

Replicate Segment Window

+ +

 

+ +

 

+ +

 

+ +

+ +

 

+ +

Replicate Event Window

+ +

 

+ +

Both Replicate windows function the same. +After creating an initial segment or event, you can select the Replicate +button. The parameters are as follows:

+ +

 

+ +

Name Prefix                  - +Sets the prefix for the name of each segment or event created

+ +

Starting M/B/T               - +Sets the starting time for the first segment or event

+ +

Increment M/B/T            - +Sets the time between segments or events created.

+ +

Number                         - +Sets the number of segments or events you wish to create. If the number +overflows the length of the MIDI file (for +segments) or segment (for events), those objects will not be created.

+ +

Preview                         - +Preview allows you to examine the objects created before saying OK to insert +them.

+ +

 

+ +

 

+ +

5.4        +Move Windows

+ +

The Move function acts similarly to the +Replicate function in that it allows you to edit multiple segments or events at +one time, in this case move them in time. Like Replicate, there are two Move +windows, one for Segments and one for Events. The windows look like the +following:

+ +

 

+ +

+ +

 

+ +

Move Event Window

+ +

 

+ +

To use Move, first select the segments or +events you wish to move in time, then click the Move button. The parameters are +as follows:

+ +

 

+ +

Starting M/B/T               - +Sets the starting time for the first segment or event

+ +

Increment M/B/T            - +Sets the time in M/B/T you wish to move the objects by.

+ +

Preview                         - +Preview allows you to examine the objects created before saying OK to move +them.

+ +

 

+ +

 

+ +

5.5        +Audition Window

+ +

Clicking the Audition button in the main +window of the JET Creator application will open the Audition window. This is +where the content author or application programmer can simulate the interactive +playback as it may occur in the mobile application or game itself.

+ +

 

+ +

+ +

 

+ +

JET Audition Window

+ +

 

+ +

 

+ +

There are four main sections to the +audition window. The left most section displays the available segments and +their length in seconds. The middle section displays a running list of what +segments are queued for playback and what their playback status is. The far +right section displays the mute flags for the currently playing segment. The +timeline section at the bottom is the same as in the main window. It displays +the currently playing segment as well as a visual display of any event triggers +associated with that segment.

+ +

 

+ +

The Audition window allows you to queue up +any segment in any order for playback. To do this simply select the segment you +wish to cue and hit Queue. That segment will appear in the queue window and +start playing (if it is the first segment). Subsequently you can select any +other segment or segments and cue them up for playback. As the segments +complete playback, the next segment in the queue will begin playing. As is the +other windows of JET Creator, you can mute, unmute, trigger event clips, etc. +in realtime as each segment is playing back.

+ +

 

+ +

Specifically the buttons behave as follows:

+ +

 

+ +

Queue                           - +loads the selected segment into the queue and starts playback

+ +

Cancel and Queue         - +cancels the currently playing segment before queueing the selected segment for +playback

+ +

Cancel Current               - +cancels the currently playing segment in the queue and begins playback of the +next segment

+ +

Stop                             - +stops playback of all queued segments

+ +

Mute All                        - +mutes all tracks in the current segment

+ +

Mute None                    - +unmutes all tracks in the current segment

+ +

Original Mutes               - +sets the original mute flags for the current segment

+ +

 

+ +

The combination of these playback options +allows an author or application programmer to audition any behaviour an +interactive music application may encounter.

+ +

 

+ +

 

+ +

5.6        +JET Creator Menus

+ +

The JET Creator menus provide access to +many of the parameters in the main window plus a few additional parameters.

+ +

5.6.1          +File Menu

+ +

The File Menu contains the following +elements:

+ +

 

+ +

New                              - +Creates a new JET Creator file (.jtc)

+ +

Open                            - +Opens an existing JET Creator file

+ +

Save                             - +Saves the currently opened JET Creator file

+ +

Save As                        - +Saves the currently opened JET Creator file to a new file

+ +

Import Project               - Imports a JET Creator archive (.zip)

+ +

Export Project               - Exports a JET Creator archive (.zip)

+ +

Exit                              - +Exits the application

+ +

 

+ +

5.6.2          +Edit Menu

+ +

The Edit Menu contains the following +elements:

+ +

 

+ +

Undo                            - +Undo will undo the last edit made

+ +

Redo                            - +Redo will redo the last undo

+ +

Cut                               - +Copy selected parameter into clipboard and Delete selection

+ +

Copy                            - +Copy selected parameter into clipboard and keep selection

+ +

Paste                            - +Paste selected parameter

+ +

 

+ +

5.6.3          +JET

+ +

The Edit Menu contains the following +elements:

+ +

 

+ +

Properties                     - +Brings up the JET Creator priorities window. This window allows you to set the +following conditions for a given JET file:

+ +

Copyright Info               - Contains copyright info to be inserted into JET file

+ +

Chase Controllers          - Option to chase controllers (on/off). This should usually +be ON.

+ +

Delete Empty Tracks     - Deletes any empty MIDI tracks

+ +

 

+ +

5.6.4          +Segments

+ +

The Segments Menu contains the following +elements:

+ +

 

+ +

Add Segment                - +Brings up the Segment window

+ +

Update Segment           - Updates segment attributes

+ +

Delete Segment                        - Deletes the current segment from the +Segment List

+ +

 

+ +

5.6.5          +Help

+ +

The Help Menu will contain at least the +following elements:

+ +

 

+ +

JET Creator Help           - will launch PDF help document or go to on-line help

+ +

About                           - +JET Creator version number, SONiVOX info

+ +

 

+ +

 

+ +

6         +Trigger Events Explained

+ +

Breaking a MIDI +file into individual (non-linear) segments and queueing up those segments for +playback in a game based on events within the game is one way JET music files are +interactive. Trigger events are an additional method for interactive playback. +Both would be used together in an interactive game or application.

+ +

 

+ +

Trigger events allow for the following:

+ +

 

+ +
    +
  1. Tracks within a MIDI segment can be turned on or off based on game + events. For example the composer could author two drum tracks, one fast + and one slow. If the action in a game is fast, the fast drum track could + play. If the action in the game is slow, the slow drum track can play.
  2. +
  3. User actions can be compared to trigger events which are + pre-inserted into a music file at musically ‘correct’ places. Based on the + results, scoring or other game actions can take place.
  4. +
  5. Musical transitions between levels or action sequences can be + synchronized to be musically seemless.
  6. +
+ +

 

+ +

Under the hood, JET uses standard MIDI CC +events to accomplish these actions and to synchronize audio. The controllers +used by JET are among those not defined for specific use by the MIDI specification. The specific controller definitions +are as follows:

+ +

 

+ +

            Controllers +80-83           Reserved for use by +application

+ +

            Controller +102                JET event marker

+ +

            Controller +103                JET clip marker

+ +

            Controllers +104-119        Reserved for future use

+ +

 

+ +

6.1        +JET Clip Marker (CC103)

+ +

Controller 103 is reserved for marking +clips in a MIDI track that can be triggered by +the JET_TriggerClip API call. The clip ID is encoded in the low 6 bits of the +controller value. Bit 6 is set to one to indicate the start of a clip, and set +to zero to indicate the end of a clip.

+ +

 

+ +

For example, to identify a clip with a clip +ID of 1, the author inserts a MIDI controller +event with controller=103 and value=65 at the start of the clip and another +event with controller=103 and value=1 at the end of the clip. When the +JET_TriggerClip() function is called with a clip ID of 1, the track will be +un-muted when the controller value 65 is encountered and muted again when the +controller value 1 is encountered.

+ +

 

+ +

+ +

Figure 5: Synchronized Clip

+ +

 

+ +

In the figure above, if the +JET_TriggerClip() function is called prior to the first controller event, Track +3 will be un-muted when the first controller event occurs, the first clip will +play, and the track will be muted when the second controller event occurs. If +the JET_TriggerClip() function is called after the first controller event has +occurred, Track 3 will be un-muted when the third controller event occurs, the +second clip will play, and the track will be muted again when the fourth +controller event occurs.

+ +

 

+ +

Note: Normally, the track containing the clip is muted by the application +when the segment is initially queued by the call to JET_QueueSegment(). If it +is not muted, the clip will always play until Jet_TriggerClip() has been called +with the clip ID.

+ +

 

+ +

6.2        +JET Event Marker (CC102)

+ +

Controller 102 is reserved for marking +events in the MIDI streams that are specific +to JET functionality. Currently, the only defined value is 0, which marks the +end of a segment for timing purposes.

+ +

 

+ +

Normally, JET starts playback of the next +segment (or repeats the current segment) when the MIDI +end-of-track meta-event is encountered. Some MIDI +authoring tools make it difficult to place the end-of-track marker accurately, +resulting in synchronization problems when segments are joined together.

+ +

 

+ +

To avoid this problem, the author can place +a JET end-of-segment marker (controller=102, value=0) at the point where the +segment is to be looped. When the end-of-segment marker is encountered, the +next segment will be triggered, or if the current segment is looped, playback +will resume at the start of the segment.

+ +

 

+ +

The end-of-segment marker can also be used +to allow for completion of a musical figure beyond the end of measure that +marks the start of the next segment. For example, the content author might +create a 4-bar segment with a drum fill that ends on beat 1 of the 5th +bar – a bar beyond the natural end of the segment. By placing an end-of-segment +marker at the end of the 4th bar, the next segment will be +triggered, but the drum fill will continue in parallel with the next segment +providing musical continuity.

+ +

 

+ +

+ +

Figure 6: End-of-segment Marker

+ +

6.3        +Application Controllers +(CC80-83)

+ +

The application may use controllers in this +range for its own purposes. When a controller in this range is encountered, the +event is entered into an event queue that can be queried by the application. +Some possible uses include synchronizing video events with audio and marking a +point in a MIDI segment to queue up the next +segment. The range of controllers monitored by the application can be modified +by the application during initialization.

+ +

 

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+   Copyright (C) 2009 The Android Open Source Project
+
+   Licensed under the Apache License, Version 2.0 (the "License");
+   you may not use this file except in compliance with the License.
+   You may obtain a copy of the License at
+
+         http://www.apache.org/licenses/LICENSE-2.0
+
+   Unless required by applicable law or agreed to in writing, software
+   distributed under the License is distributed on an "AS IS" BASIS,
+   WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
+   See the License for the specific language governing permissions and
+   limitations under the License.
+
+ +
+ +

JET™ Programming Manual

+ +

JET +Interactive Music Engine

+ +

Vrs 2.0

+ +

Authored by SONiVOX

+ +

www.sonivoxrocks.com

+ +

Copyright 2009 Sonic Network, Inc.

+ + + +

 

+ +

 

+ +

 

+ +

Introduction

+ +

This document contains programmer guidelines for the SONiVOX +JET Interactive Music System. JET is an interactive music player for small +embedded devices, including the Google Android platform. It allows applications +to include interactive music soundtracks, in MIDI +format, that respond in real-time to game play events and user interaction.

+ +

 

+ +

JET works in conjunction with SONiVOX’s Embedded Audio +Synthesizer (EAS) which is the MIDI playback +device for Android.  Both the JET and EAS +engines are integrated into the Android embedded platform as well as inherent +in JET Creator, an application for +authoring JET content files. As such, the JET content author can be sure that +the playback will sound exactly the same in both JET Creator and the final Android application playing back on +Android mobile devices.

+ +

 

+ +

The programmer of a JET application will want to work +closely with the content author in designing how real-time application events +and music will interactively work together. Once decided, the content author +will create the content and ultimately save a .jet file for the programmer to +include in the application.

+ +

 

+ +

Please see “JET Creator User Documentation” for additional +information on authoring JET content.

+ +

 

+ +

Abbreviations and Common Terms

+ +

It is important to use a common set of terms to minimize confusion. +Since JET uses MIDI in a unique way, normal +industry terms may not always suffice. Here is the definition of terms as they +are used in this document and in the JET Creator application:

+ +

 

+ +

Channel: MIDI data +associated with a specific MIDI channel. +Standard MIDI allows for 16 channels of MIDI +data each of which are typically associated with a specific instrument.

+ +

 

+ +

Controller: A MIDI event consisting of a channel number, controller +number, and a controller value. The MIDI spec +associates many controller numbers with specific functions, such as volume, +expression, sustain pedal, etc. JET also uses controller events as a means of +embedding special control information in a MIDI +sequence to provide for audio synchronization.

+ +

 

+ +

DAW: Digital Audio +Workstation. A common term for MIDI and audio +sequencing applications such as Logic, SONAR, Cubase and others.

+ +

 

+ +

EAS: Embedded MIDI Synthesizer. The name of the SONiVOX MIDI +synthesizer engine.

+ +

 

+ +

JET: Jet +Interactive Engine. The name of the SONiVOX JET interactive music engine.

+ +

 

+ +

Segment: A musical +section such as a chorus or verse that is a component of the overall +composition. In JET, a segment can be an entire MIDI file or a derived from a +portion of a MIDI file.

+ +

 

+ +

SMF-0: Standard +MIDI File Type 0, a MIDI file that contains a single track, but may be made up +of multiple channels of MIDI data.

+ +

 

+ +

SMF-1: Standard +MIDI File Type 1, a MIDI file that contains a one more tracks, and each track +may in turn be made up of one or more channels of MIDI +data. By convention, each channel is stored on a separate track in an SMF-1 +file. However, it is possible to have multiple MIDI channels on a single track, +or multiple tracks that contain data for the same MIDI +channel.

+ +

 

+ +

Track: A single +track in a DAW containing a timed sequence of MIDI +events. Be careful not to confuse Tracks with Channels. A MIDI file may contain +many tracks with several tracks utilizing the same MIDI +channel.

+ +

 

+ +

 

+ +

The JET +Interactive Music Concept

+ +

Interactive music can be defined as music that changes in +real-time according to non-predictable events such as user interaction or game +play events. In this way, interactive music is much more engaging as it has the +ability to match the energy and mood of a game much closer than a pre-composed +composition that never changes. In some applications and games, interactive +music is central to the game play. Guitar Hero is one such popular game. When +the end user successfully ‘captures’ the musical notes coming down the fret +board, the music adapts itself and simultaneously keeps score of successes and +failures. JET allows for these types of music driven games as well.

+ +

 

+ +

There are several methods for making and controlling +interactive music and JET is one such method. This section describes the +features of JET and how they might be used in a game or software application. +It also describes how JET can be used to save memory in small footprint devices +such as Android enabled mobile handsets.

+ +

 

+ +

JET Operation

+ +

JET supports a flexible music format that can be used to +create extended musical sequences with a minimal amount of data. A musical +composition is broken up into segments that can be sequenced to create a longer +piece. The sequencing can be fixed at the time the music file is authored, or +it can be created dynamically under program control.

+ +

Linear Music +Example

+ +

+ +

Figure 1: Linear Music Piece

+ +

 

+ +

This diagram shows how musical segments are stored. Each +segment is authored as a separate MIDI file. A +post-processing tool combines the files into a single container file. Each +segment can contain alternate music tracks that can be muted or un-muted to +create additional interest. An example might be a brass accent in the chorus +that is played only the last time through. Also, segments can be transposed up +or down.

+ +

 

+ +

The bottom part of the diagram shows how the musical +segments can be recombined to create a linear music piece. In this example, the +bridge might end with a half-step key modulation and the remaining segments +could be transposed up a half-step to match.

+ +

Non-linear Music Example

+ +

+ +

Figure 2: Non-linear music piece

+ +

 

+ +

In this diagram, we see a non-linear music piece. The +scenario is a first-person-shooter (FPS) and JET is providing the background +music. The intro plays as the level is loading and then transitions under +program control to the Searching segment. This segment is repeated +indefinitely, perhaps with small variations (using the mute/un-mute feature) +until activity in the game dictates a change.

+ +

 

+ +

As the player nears a monster lair, the program starts a +synchronized transition to the Danger segment, increasing the tension level in +the audio. As the player draws closer to the lair, additional tracks are +un-muted to increase the tension.

+ +

 

+ +

As the player enters into combat with the monster, the +program starts a synchronized transition to the Combat segment. The segment +repeats indefinitely as the combat continues. A Bonus Hit temporarily un-mutes +a decorative track that notifies the player of a successful attack, and +similarly, another track is temporarily un-muted to signify when the player +receives Special Damage.

+ +

 

+ +

At the end of combat, the music transitions to a victory or +defeat segment based on the outcome of battle.

+ +

Mute/Un-mute Synchronization

+ +

JET can also synchronize the muting and un-muting of tracks +to events in the music. For example, in the FPS game, it would probably be +desirable to place the musical events relating to bonuses and damage as close +to the actual game event as possible. However, simply un-muting a track at the +moment the game event occurs might result in a music clip starting in the +middle. Alternatively, a clip could be started from the beginning, but then it +wouldn’t be synchronized with the other music tracks.

+ +

 

+ +

However, with the JET sync engine, a clip can be started at +the next opportune moment and maintain synchronization. This can be +accomplished by placing a number of short music clips on a decorative track. A MIDI event in the stream signifies the start of a clip +and a second event signifies the end of a clip. When the application calls the +JET clip function, the next clip in the track is allowed to play fully +synchronized to the music. Optionally, the track can be automatically muted by +a second MIDI event.

+ +

 

+ +

+ +

Figure 3: Synchronized Mute/Unmute

+ +

Audio Synchronization

+ +

JET provides an audio synchronization API that allows game +play to be synchronized to events in the audio. The mechanism relies on data +embedded in the MIDI file at the time the +content is authored. When the JET engine senses an event during playback it +generates a callback into the application program. The timing of the callback +can be adjusted to compensate for any latency in the audio playback system so +that audio and video can be synchronized. The diagram below shows an example of +a simple music game that involves pressing the left and right arrows in time +with the music.

+ +

 

+ +

 

+ +

+ +

Figure 4: Music Game with +Synchronization

+ +

 

+ +

The arrows represent events in the music sequence where game +events need to be synchronized. In this case, the blue arrow represents a time +where the player is supposed to press the left button, and the red arrow is for +the right button. The yellow arrow tells the game engine that the sequence is +complete. The player is allowed a certain time window before and after the +event to press the appropriate key.

+ +

 

+ +

If an event is received and the player has not pressed a +button, a timer is set to half the length of the window. If the player presses +the button before the timer expires, the game registers a success, and if not, +the game registers a failure.

+ +

 

+ +

If the player presses the button before the event is +received, a timer is set to half the length of the window. If an event is +received before the timer expires, the game registers a success, and if not, +the game registers a failure. Game play might also include bonuses for getting +close to the timing of the actual event.

+ +

 

+ +

Operational Details

+ +

JET uses the standard EAS library calls to manage multiple MIDI streams that are synchronized to sound like a +seamless audio track. JET requires the use of the dynamic memory model, i.e. +support for malloc() and free() memory allocation functions or their +equivalent. JET also requires the DLS parser and synthesizer module to support +custom instruments in JET content files.

+ +

 

+ +

JET uses standard MIDI +events for audio synchronization. This simplifies the authoring process by +allowing content authors to use their favorite tools for developing content. +After the content has been developed, a simple post-processing tool pulls the +content together into a JET compatible content file.

+ +

Synchronization Events

+ +

JET uses MIDI controller +events to synchronize audio. The controllers used by JET are among those not +defined for specific use by the MIDI +specification. The specific controller definitions are as follows:

+ +

 

+ +

            Controllers +80-83                 Reserved for use by +application

+ +

            Controller 102                       JET event marker

+ +

            Controller +103                       JET clip marker

+ +

            Controllers +104-119             Reserved for future +use

+ +

 

+ +

Controllers 80-83 – Application Controllers

+ +

The application may use controllers in this range for its +own purposes. When a controller in this range is encountered, the event is +entered into an event queue that can be queried by the application. Some +possible uses include synchronizing video events with audio and marking a point +in a MIDI segment to queue up the next +segment. The range of controllers monitored by the application can be modified +by the application during initialization.

+ +

Controller 102 – JET Event Marker

+ +

Controller 102 is reserved for marking events in the MIDI streams that are specific to JET functionality. +Currently, the only defined value is 0, which marks the end of a segment for +timing purposes.

+ +

 

+ +

Normally, JET starts playback of the next segment (or +repeats the current segment) when the MIDI +end-of-track meta-event is encountered. Some MIDI +authoring tools make it difficult to place the end-of-track marker accurately, +resulting in synchronization problems when segments are joined together.

+ +

 

+ +

To avoid this problem, the author can place a JET +end-of-segment marker (controller=102, value=0) at the point where the segment is +to be looped. When the end-of-segment marker is encountered, the next segment +will be triggered, or if the current segment is looped, playback will resume at +the start of the segment.

+ +

 

+ +

The end-of-segment marker can also be used to allow for +completion of a musical figure beyond the end of measure that marks the start +of the next segment. For example, the content author might create a 4-bar +segment with a drum fill that ends on beat 1 of the 5th bar – a bar +beyond the natural end of the segment. By placing an end-of-segment marker at +the end of the 4th bar, the next segment will be triggered, but the +drum fill will continue in parallel with the next segment providing musical +continuity.

+ +

 

+ +

+ +

Figure 5: End-of-segment Marker

+ +

Controller 103 – JET Clip Marker

+ +

Controller 103 is reserved for marking clips in a MIDI track that can be triggered by the JET_TriggerClip +API call. The clip ID is encoded in the low 6 bits of the controller value. Bit +6 is set to one to indicate the start of a clip, and set to zero to indicate +the end of a clip.

+ +

 

+ +

For example, to identify a clip with a clip ID of 1, the +author inserts a MIDI controller event with +controller=103 and value=65 at the start of the clip and another event with controller=103 +and value=1 at the end of the clip. When the JET_TriggerClip() function is +called with a clip ID of 1, the track will be un-muted when the controller +value 65 is encountered and muted again when the controller value 1 is +encountered.

+ +

 

+ +

+ +

Figure 6: Synchronized Clip

+ +

 

+ +

In the figure above, if the JET_TriggerClip() function is +called prior to the first controller event, Track 3 will be un-muted when the +first controller event occurs, the first clip will play, and the track will be +muted when the second controller event occurs. If the JET_TriggerClip() +function is called after the first controller event has occurred, Track 3 will +be un-muted when the third controller event occurs, the second clip will play, +and the track will be muted again when the fourth controller event occurs.

+ +

 

+ +

Note: Normally, +the track containing the clip is muted by the application when the segment is +initially queued by the call to JET_QueueSegment(). If it is not muted, the clip +will always play until Jet_TriggerClip() has been called with the clip ID.

+ +

JET Programming

+ +

The JET library builds on functionality in the EAS library. +It is assumed that the reader is familiar with EAS and has implemented basic +EAS audio functionality in the application. Specifically, the application must +first initialize EAS by calling EAS_Init() and must call EAS_Render() at +appropriate times to render audio and stream it to the audio hardware. JET also +requires the use of the dynamic memory model which uses malloc() and free() or +functional equivalents.

+ +

 

+ +

Most JET function calls return an EAS_RESULT type which +should be checked against the EAS_SUCCESS return code. Most failures are not +fatal, i.e. they will not put the library in a state where it must be +re-initialized. However, some failures such as memory allocation or file +open/read errors will likely result in the specific open content failing to +render.

+ +

JET Application Initialization

+ +

The JET library is initialized by the JET_Init() function. +The application must first call EAS_Init() and then pass the EAS data handle +returned by EAS_Init() to the JET_Init() function. Currently, only a single JET +application can be active at a time.

+ +

 

+ +

The JET_Init function takes 3 arguments: The first is the +EAS data handle. The second is a pointer to a configuration structure +S_JET_CONFIG and the third is the size of the configuration structure. For most +applications, it is sufficient to pass a NULL pointer and size 0 for the +configuration data.

+ +

 

+ +

However, if desired, the configuration can be modified to +allow the application to monitor MIDI events +outside the normal range of controllers allocated for JET application events. +In this case, a configuration structure should be allocated and the data fields +initialized with the appropriate values with the low and high controller +numbers to be monitored. The size field should be the sizeof() of the data +structure. This is to allow for future enhancement of the configuration data +while maintaining compatibility.

+ +

JET Application Termination

+ +

When the JET application terminates, it should call +JET_Shutdown() to release the resources allocated by the JET engine.  If the application has no other use for the +EAS library, it should also call EAS_Shutdown().

+ +

JET Audio Processing

+ +

To start the JET engine, the content must first be opened +with the JET_OpenFile() function. Just as with EAS_OpenFile(), the file locator +is an opaque value that is passed to the EAS_HWOpenFile() function. It can +either be a pointer to a filename, or a pointer to an in-memory object, +depending on the user implementation of file I/O in the eas_host.c or +eas_hostmm.c module. Only a single JET content file can be opened at a time.

+ +

 

+ +

Once the JET file is opened, the application can begin +queuing up segments for playback by calling the JET_QueueSegment() function. +Generally, it is advisable to keep a minimum of two segments queued at all +times:  the currently playing segment +plus an additional segment that is ready to start playing when the current +segment finishes. However, with proper programming, it is possible to queue up +segments using a “just-in-time” technique. This technique typically involves +careful placement of application controller events near the end of a segment so +that the application is informed when a segment is about to end.

+ +

 

+ +

After the segment(s) are queued up, playback can begin. By +default, the segments are initialized in a paused state. To start playback, +call the JET_Play() function. Playback can be paused again by calling the JET_Pause() +function. Once initiated, playback will continue as long as the application +continues to queue up new segments before all the segments in the queue are +exhausted.

+ +

 

+ +

The JET_Status() function can be used to monitor progress. +It returns the number of segments queued, repeat count, current segment ID, and +play status. By monitor the number of segments queued, the application can +determine when it needs to queue another segment and when playback has +completed.

+ +

 

+ +

When playback has completed and the application is finished +with the contents of the currently open file, the application should call +JET_CloseFile() to close the file and release any resources associated with the +file.

+ +

JET_Init

+ +

EAS_PUBLIC EAS_RESULT JET_Init +(EAS_DATA_HANDLE easHandle, S_JET_CONFIG *pConfig, EAS_INT configSize)

+ +

 

+ +

Initializes JET library for use by application. Most +application should simply pass a NULL for pConfig and 0 for configSize, which +means that only controller events in the application range (80-83) will end up +in the application event queue. If desired, the application can instantiate an +S_JET_CONFIG data structure and set the controller range to a different range. +In this case, the configSize parameter should be set to sizeof(S_JET_CONFIG).

+ +

JET_Shutdown

+ +

EAS_PUBLIC EAS_RESULT JET_Shutdown +(EAS_DATA_HANDLE easHandle)

+ +

 

+ +

Releases resources used by the JET library. The application +should call this function when it is no longer using the JET library.

+ +

JET_ OpenFile

+ +

EAS_PUBLIC EAS_RESULT JET_OpenFile +(EAS_DATA_HANDLE easHandle, EAS_FILE_LOCATOR locator)

+ +

 

+ +

Opens a JET content file for playback. Content must be +formatted for use by the JET library, which is typically accomplished with the +jetfile.py script (see “Creating JET Content”). Only a single JET content file +can be opened at a time. However, since JET can contain many MIDI +files and DLS libraries, this limitation is normally not an issue.

+ +

JET_ CloseFile

+ +

EAS_PUBLIC EAS_RESULT JET_CloseFile +(EAS_DATA_HANDLE easHandle)

+ +

 

+ +

Closes a JET file and release the resources associated with it.

+ +

JET_ Status

+ +

EAS_PUBLIC EAS_RESULT JET_Status +(EAS_DATA_HANDLE easHandle, S_JET_STATUS *pStatus)

+ +

 

+ +

Returns the current JET status. The elements of the status +data structure are as follows:

+ +

 

+ +

typedef struct s_jet_status_tag

+ +

{

+ +

     EAS_INT   currentUserID;

+ +

     EAS_INT   segmentRepeatCount;

+ +

     EAS_INT   numQueuedSegments;

+ +

     EAS_BOOL paused;

+ +

} S_JET_STATUS;

+ +

 

+ +

currentUserID: An +8-bit value assigned by the application.

+ +

 

+ +

segmentRepeatCount: +Number of times left to repeat. Zero indicates no repeats, a negative number +indicates an infinite number of repeats. Any positive value indicates that the +segment will play n+1 times.

+ +

 

+ +

numQueuedSegments: +Number of segments currently queued to play including the currently playing +segment. A value of zero indicates that nothing is playing. Normally, the +application will queue a new segment each time the value is 1 so that playback +is uninterrupted.

+ +

JET_ QueueSegment

+ +

EAS_PUBLIC EAS_RESULT JET_QueueSegment +(EAS_DATA_HANDLE easHandle, EAS_INT segmentNum, EAS_INT libNum, EAS_INT +repeatCount, EAS_INT transpose, EAS_U32 muteFlags, EAS_U8 userID)

+ +

 

+ +

Queues up a JET MIDI segment for playback. The parameters +are as follows:

+ +

 

+ +

segmentNum: +Segment number as identified in the JET content configuration file.

+ +

 

+ +

libNum: The library +number as specified in the JET content configuration file. Use -1 to select the +standard General MIDI library.

+ +

 

+ +

repeatCount: The +number of times this segment should repeat. Zero indicates no repeat, i.e. play +only once. Any positive number indicates to play n+1 times. Set to -1 to repeat +indefinitely.

+ +

 

+ +

transpose: The +amount of pitch transposition. Set to 0 for normal playback. Range is -12 to ++12.

+ +

 

+ +

muteFlags: +Specific which MIDI tracks (not MIDI channels) +should be muted during playback. These flags can be changed dynamically using +the mute functions. Bit 0 = track 0, bit 1 = track 1, etc.

+ +

 

+ +

userID: 8-bit +value specified by the application that uniquely identifies the segment. This +value is returned in the JET_Status() function as well as by the application +event when an event is detected in a segment. Normally, the application keeps +an 8-bit value that is incremented each time a new segment is queued up. This +can be used to look up any special characteristics of that track including +trigger clips and mute flags.

+ +

JET_ Play

+ +

EAS_PUBLIC EAS_RESULT JET_Play +(EAS_DATA_HANDLE easHandle)

+ +

 

+ +

Starts playback of the current segment. This function must +be called once after the initial segments are queued up to start playback. It +is also called after JET_Pause() to resume playback.

+ +

JET_ Pause

+ +

EAS_PUBLIC EAS_RESULT JET_Pause +(EAS_DATA_HANDLE easHandle)

+ +

 

+ +

Pauses playback of the current segment. Call JET_Pause() to +resume playback.

+ +

JET_ SetMuteFlags

+ +

EAS_PUBLIC EAS_RESULT JET_SetMuteFlags +(EAS_DATA_HANDLE easHandle, EAS_U32 muteFlags, EAS_BOOL sync)

+ +

 

+ +

Modifies the mute flags during playback. If the sync parameter is false, the mute flags +are updated at the beginning of the next render. This means that any new notes +or controller events will be processed during the next audio frame. If the sync parameter is true, the mute flags +will be updated at the start of the next segment. If the segment is repeated, +the flags will take effect the next time segment is repeated.

+ +

JET_ SetMuteFlag

+ +

EAS_PUBLIC EAS_RESULT JET_SetMuteFlag +(EAS_DATA_HANDLE easHandle, EAS_INT trackNum, EAS_BOOL muteFlag, EAS_BOOL sync)

+ +

Modifies a mute flag for a single track during playback. If +the sync parameter is false, the mute +flag is updated at the beginning of the next render. This means that any new +notes or controller events will be processed during the next audio frame. If +the sync parameter is true, the mute +flag will be updated at the start of the next segment. If the segment is +repeated, the flag will take effect the next time segment is repeated.

+ +

JET_ TriggerClip

+ +

EAS_PUBLIC EAS_RESULT JET_TriggerClip +(EAS_DATA_HANDLE easHandle, EAS_INT clipID)

+ +

 

+ +

Automatically updates mute flags in sync with the JET Clip +Marker (controller 103). The parameter clipID +must be in the range of 0-63. After the call to JET_TriggerClip, when JET next +encounters a controller event 103 with bits 0-5 of the value equal to clipID and bit 6 set to 1, it will automatically un-mute the track containing +the controller event. When JET encounters the complementary controller event +103 with bits 0-5 of the value equal to clipID +and bit 6 set to 0, it will mute +the track again.

+ +

JET_ GetEvent

+ +

EAS_BOOL JET_GetEvent (EAS_DATA_HANDLE +easHandle, EAS_U32 *pEventRaw, S_JET_EVENT *pEvent)

+ +

 

+ +

Attempts to read an event from the application event queue, +return EAS_TRUE if an event is found and EAS_FALSE if not. If the application +passes a valid pointer for pEventRaw, +a 32-bit compressed event code is returned. If the application passes a valid +pointer for pEvent, the event is +parsed into the S_JET_EVENT fields. The application can pass NULL for either +parameter and that variable will be ignored. Normally, the application will +call JET_GetEvent() repeatedly to retrieve events until it returns EAS_FALSE.

+ +

JET_ ParseEvent

+ +

EAS_PUBLIC void JET_ParseEvent (EAS_U32 +event, S_JET_EVENT *pEvent)

+ +

Parses a 32-bit compressed event code into a data structure. +The application passes the event code received from JET_GetEvent(). The parsed +event data is returned in the memory pointed to by pEvent.

+ +

JET_GetAppData

+ +

EAS_RESULT JET_GetAppData +(EAS_DATA_HANDLE easHandle, EAS_I32 *pAppDataOffset, EAS_I32 *pAppDataSize)

+ +

Returns the offset and size of the JAPP chunk in the JET +file. The application can use the file I/O functions in the eas_host module to +retrieve application specific data from the file.

+ +

 

+ +

 

+ +

Creating JET Content

+ +

JET uses standard MIDI files and DLS files that can be +created with commercially available content tools such as Logic, Cubase, +Digital Performer, or SONAR for MIDI files and +Awave for DLS2 files. These source files are then bundled into a .jet package +file suitable for use in a JET application.

+ +

 

+ +

To create JET file use the “JET Creator” desktop +application. The JET Creator application is written in Python and includes a +full graphical interface. It is available for MAC and PC platforms. See “JET +Creator User Manual” for more information.

+ +
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