TABLE OF CONTENTS realtime.library/CreatePlayer realtime.library/DeletePlayer realtime.library/ExternalSync realtime.library/FindConductor realtime.library/GetPlayerAttrsA realtime.library/LockRealTime realtime.library/NextConductor realtime.library/SetConductorState realtime.library/SetPlayerAttrs realtime.library/UnlockRealTime realtime.library/CreatePlayer realtime.library/CreatePlayer NAME CreatePlayerA -- create a player and link it to a conductor. (V37) CreatePlayer -- varargs stub for CreatePlayerA(). (V37) SYNOPSIS player = CreatePlayerA(tagList); D0 A0 struct Player *CreatePlayerA(struct TagItem *); player = CreatePlayer(firstTag, ...); struct Player *CreatePlayer(Tag, ...); FUNCTION Creates a player structure with the desired attributes. INPUTS tagList - pointer to an array of tags providing optional extra parameters, or NULL TAGS PLAYER_Name (STRPTR) - name of the player (generally the application's name). Default is no name. (V37) PLAYER_Hook (struct Hook *) - function to call when time changes occur. Default is no function. The Hook is called with: A0 - address of Hook structure A1 - message, currently pmTime or pmState A2 - address of Player structure Note that your hook function is not necessarily called TICK_FREQ times per second. This is the maximum number of times it can be called. (V37) PLAYER_Priority (BYTE) - priority for the player, from -128 to +127. Default is 0. (V37) PLAYER_Conductor (STRPTR) - name of the conductor to link with. If this conductor doesn't exist, it is created automatically. If ~0 is passed, creates a private conductor. (V37) PLAYER_Ready (BOOL) - set/clear the "ready" flag. Default is FALSE. (V37) PLAYER_AlarmTime (LONG) - sets this player's alarm time, and the PLAYERF_ALARMSET flag. (V37) PLAYER_Alarm (BOOL) - if TRUE sets the PLAYERF_ALARMSET flag, FALSE clears the flag. Default is FALSE. (V37) PLAYER_AlarmSigTask (struct Task *) - task to signal on notify or alarm. Default is no task. Having no task automatically forces the PLAYERF_ALARMSET flag off. (V37) PLAYER_AlarmSigBit (BYTE) - signal bit to use on alarm or -1 to disable. Default is -1. Having a signal bit of -1 automatically forces the PLAYERF_ALARMSET flag off. (V37) PLAYER_Quiet (BOOL) - when TRUE, this player is ignored. Mainly used by external sync applications. Default is FALSE. (V37) PLAYER_UserData (VOID *) - sets the player's UserData value. Default is NULL. (V37) PLAYER_ID (UWORD) - sets the player's ID value. Default is 0. (V37) PLAYER_Conducted (BOOL) - if TRUE sets the PLAYERF_CONDUCTED flag, FALSE clears the flag. Default is FALSE. (V37) PLAYER_ExtSync (BOOL) - if TRUE, attempts to become external sync source. (V37) PLAYER_ErrorCode (LONG *) - optional pointer to a longword which will receive an error code whenever this function fails. Possible error values currently include: RTE_NOMEMORY - memory allocation failed RTE_NOTIMER - timer (CIA) allocation failed RESULTS player - a pointer to a Player structure on success or NULL on failure. When NULL is returned, an error code can be returned in the longword variable pointed to by the optional PLAYER_ErrorCode tag. SEE ALSO DeletePlayer(), GetPlayerAttrs(), SetPlayerAttrs() realtime.library/DeletePlayer realtime.library/DeletePlayer NAME DeletePlayer -- delete a player. (V37) SYNOPSIS DeletePlayer(player); A0 VOID DeletePlayer(struct Player *); FUNCTION Deletes the specified player. Flushes the conductor that the player was connected to if this is the last player connected to that conductor. INPUTS player - Player structure to delete, as allocated by CreatePlayer(). May be NULL, in which case this function does nothing. SEE ALSO CreatePlayer() realtime.library/ExternalSync realtime.library/ExternalSync NAME ExternalSync -- provide external source clock for a player's conductor. (V37) SYNOPSIS result = ExternalSync(player, minTime, maxTime); D0 A0 D0 D1 BOOL ExternalSync(struct Player *, LONG, LONG); FUNCTION Allows external applications to constrain conductor time between minTime and maxTime, with the restraint that time can never run backwards. Does nothing if the given player is not the current External Sync source. INPUTS player - player referencing the conductor to change minTime, maxTime - time constraints RESULTS result - TRUE if everything went OK, FALSE if the player is not the current sync source or there is no conductor for the player. realtime.library/FindConductor realtime.library/FindConductor NAME FindConductor -- find a conductor by name. (V37) SYNOPSIS conductor = FindConductor(name); D0 A0 struct Conductor *FindConductor(STRPTR); FUNCTION Returns the conductor with the given name or NULL if not found. The conductor list must be locked before calling this function. This is done by calling LockRealTime(RT_CONDUCTORS). INPUTS name - name of conductor to find. RESULTS conductor - pointer to a Conductor structure, or NULL if not found. SEE ALSO NextConductor(), LockRealTime(), UnlockRealTime() realtime.library/GetPlayerAttrsA realtime.library/GetPlayerAttrsA NAME GetPlayerAttrsA -- get the attributes of a player. (V37) GetPlayerAttrs -- varargs stub for GetPlayerAttrsA(). (V37) SYNOPSIS numProcessed = GetPlayerAttrsA(player, tagList); D0 A0 A1 ULONG GetPlayerAttrsA(struct Player *, struct TagItem *); numProcessed = GetPlayerAttrs(player, firstTag, ...); ULONG GetPlayerAttrs(struct Player *, Tag, ...); FUNCTION Retrieves the attributes of the specified player, according to the attributes chosen in the tag list. For each entry in the tag list, ti_Tag identifies the attribute, and ti_Data is a pointer to the longword variable where you wish the result to be stored. INPUTS player - pointer to the player in question. May be NULL, in which case this function returns 0 tagList - pointer to TagItem list. TAGS PLAYER_Name (STRPTR) - return the name of the player, or NULL if this is an unnamed player. (V37) PLAYER_Hook (struct Hook *) - returns a pointer to the current function called when time changes occur, or NULL if no function is currently installed. (V37) PLAYER_Priority (BYTE) - returns the priority for the player. (V37) PLAYER_Conductor (STRPTR) - returns the name of the conductor this player is currently linked with, or NULL if the player is not linked to a conductor. (V37) PLAYER_Ready (BOOL) - gets the state of the "ready" flag. (V37) PLAYER_AlarmTime (LONG) - gets the current alarm time for this player. (V37) PLAYER_Alarm (BOOL) - returns TRUE if this player's alarm is currently on. (V37) PLAYER_AlarmSigTask (struct Task *) - returns a pointer to the task to signal on notify or alarm, or NULL if there is no task to signal. (V37) PLAYER_AlarmSigBit (BYTE) - returns the signal bit to use on alarm or -1 if no signal. (V37) PLAYER_Quiet (BOOL) - returns TRUE if this player is currently being ignored. FALSE if not. (V37) PLAYER_UserData (VOID *) - returns the current value of this player's UserData. (V37) PLAYER_ID (UWORD) - gets the value of this player's ID. (V37) PLAYER_Conducted (BOOL) - returns TRUE if this player is currently being conducted. (V37) PLAYER_ExtSync (BOOL) - returns TRUE if this player is the current external sync source. (V37) RESULTS numProcessed - the number of attributes successfully filled in. SEE ALSO CreatePlayer(), SetPlayerAttrs() realtime.library/LockRealTime realtime.library/LockRealTime NAME LockRealTime -- prevent other tasks from changing internal structures. (V37) SYNOPSIS lockHandle = LockRealTime(lockType); D0 D0 APTR LockRealTime(ULONG); FUNCTION This routine will lock the internal sempahores in the RealTime library. If they are already locked by another task, this routine will wait until they are free. INPUTS lockType - the internal list to lock. Only RT_CONDUCTORS is currently defined. RESULT handle - if lockType is valid, returns a value that must be passed later to UnlockRealTime() to unlock the list. Returns NULL if passed an invalid lock type. SEE ALSO UnlockRealTime() realtime.library/NextConductor realtime.library/NextConductor NAME NextConductor -- return the next conductor on realtime.library's conductor list. (V37) SYNOPSIS conductor = NextConductor(previousConductor); D0 A0 struct Conductor *NextConductor(struct Conductor *); FUNCTION Returns the next conductor on realtime.library's conductor list. If previousConductor is NULL, returns the first conductor in the list. Returns NULL if no more conductors. The conductor list must be locked before calling this function. This is done by calling LockRealTime(RT_CONDUCTORS). INPUTS previousConductor - previous conductor or NULL to get first conductor. RESULTS conductor - next conductor on the list, or NULL if no more. SEE ALSO FindConductor(), LockRealTime(), UnlockRealTime() realtime.library/SetConductorState realtime.library/SetConductorState NAME SetConductorState -- change the play state of a player's conductor. (V37) SYNOPSIS result = SetConductorState(player, state, time); D0 A0 D0 D1 LONG SetConductorState(struct Player *, ULONG, LONG); FUNCTION Changes the play state of the conductor referenced by the player. The states can be CONDSTATE_STOPPED, CONDSTATE_PAUSED, CONDSTATE_LOCATE, CONDSTATE_RUNNING, or the special value CONDSTATE_METRIC which asks the highest priority conducted node to do a CONDSTATE_LOCATE, or the special value CONDSTATE_SHUTTLE which informs the players that the clock value is changing, but the clock isn't actually running. Note that going from CONDSTATE_PAUSED to CONDSTATE_RUNNING does not reset the cdt_ClockTime of the conductor. INPUTS player - player referencing the conductor to change state - new play state of conductor time - start time offset in realtime.library heartbeat units RESULTS result - 0 if everything went OK, or a realtime.library error code if an error occured. These currently include RTE_PLAYING and RTE_NOCONDUCTOR. realtime.library/SetPlayerAttrs realtime.library/SetPlayerAttrs NAME SetPlayerAttrsA -- set the attributes of a player. (V37) SetPlayerAttrs -- varargs stub for SetPlayerAttrsA(). (V37) SYNOPSIS result = SetPlayerAttrsA(player, tagList); D0 A0 A1 BOOL SetPlayerAttrsA(struct Player *, struct TagItem *); result = SetPlayerAttrs(player,firstTag, ...); BOOL SetPlayerAttrs(struct Player *, Tag, ...); FUNCTION Changes the attributes of the specified player, according to the attributes chosen in the tag list. If an attribute is not provided in the tag list, its value remains unchanged. INPUTS player - player to set the attributes of. tagList - pointer to an array of tags specifying the attributes to change, or NULL. TAGS PLAYER_Name (STRPTR) - name of the player (generally the application's name). (V37) PLAYER_Hook (struct Hook *) - function to call when time changes occur. The Hook is called with: A0 - address of Hook structure A1 - message, currently pmTime or pmState A2 - address of Player structure Note that your hook function is not necessarily called TICK_FREQ times per second. This is the maximum number of times it can be called. (V37) PLAYER_Priority (BYTE) - priority for the player, from -128 to +127. (V37) PLAYER_Conductor (STRPTR) - name of the conductor to link with. If NULL, delink from conductor. (V37) PLAYER_Ready (BOOL) - set/clear the "ready" flag. (V37) PLAYER_AlarmTime (LONG) - sets this player's alarm time, and the PLAYERF_ALARMSET flag. (V37) PLAYER_Alarm (BOOL) - if TRUE sets the PLAYERF_ALARMSET flag, FALSE clears the flag. (V37) PLAYER_AlarmSigTask (struct Task *) - task to signal on notify or alarm. Setting this to NULL automatically clears the PLAYERF_ALARMSET flag. (V37) PLAYER_AlarmSigBit (BYTE) - signal bit to use on alarm or -1 to disable. Setting this to -1 automatically clears the PLAYERF_ALARMSET. (V37) PLAYER_Quiet (BOOL) - when TRUE, this player is ignored. Mainly used by external sync applications. (V37) PLAYER_UserData (VOID *) - sets this player's UserData value. (V37) PLAYER_ID (UWORD) - sets this player's ID value. (V37) PLAYER_Conducted (BOOL) - if TRUE sets the PLAYERF_CONDUCTED flag, FALSE clears the flag. (V37) PLAYER_ExtSync (BOOL) - if TRUE, attempt to become external sync source. If FALSE, release external sync. (V37) PLAYER_ErrorCode (LONG *) - optional pointer to a longword which will receive an error code whenever this function fails. Possible error values currently include: RTE_NOMEM - memory allocation failed RTE_NOTIMER - timer (CIA) allocation failed RESULTS result - TRUE if all went well, FALSE if there was an error. When an error occurs, an error code can be returned in the longword variable pointed to by the optional PLAYER_ErrorCode tag. SEE ALSO CreatePlayer(), DeletePlayer(), GetPlayerAttrs() realtime.library/UnlockRealTime realtime.library/UnlockRealTime NAME UnlockRealTime -- unlock internal lists. (V37) SYNOPSIS UnlockRealTime(lockHandle); A0 VOID UnlockRealTime(APTR); FUNCTION Undoes the effects of LockRealTime(). INPUTS lockHandle - value returned by LockRealTime(). May be NULL. SEE ALSO LockRealTime() .