xmix(1) General Commands Manual xmix(1)NAME
xmix - X Windows (Xaw) interface to Linux Sound Driver Mixer
SYNOPSIS
xmix [-l]
DESCRIPTION
This is an adaptation of Steve Haehnichen's <shaehnic@ucsd.edu> Sound Blaster control program "xmix" to the Linux's sound driver v2.0. It
should be compatible with any Linux kernel using the v2.0 sound driver (which is standard with 0.99pl14).
The following options are recognized:
-l xmix displays in long mode. In this mode, all the controls are placed side-by-side across the screen. For small displays, this prob-
ably isn't desirable.
Note that it is best to load the XMix Resource file into your resource database before running xmix, or else there will be no colors, and
too many borders. A typical command to load the resources is:
xrdb XMix
Alternatively, you could install the XMix file in your local app-defaults directory (typically /usr/X11/lib/app-defaults).
OPTIONS
This application uses all standards X Toolkit options.
BUGS
None known as yet.
SEE ALSO mixer(1)AUTHOR
Hal Brand <brand@netcom.com or brand1@llnl.gov>
10 Dec 1993 xmix(1)
Check Out this Related Man Page
pods::SDLx::Sound(3pm) User Contributed Perl Documentation pods::SDLx::Sound(3pm)NAME
SDLx::Sound - SDL sound extension
CATEGORY
Extension
SYNOPSIS
use SDLx::Sound;
my $snd = SDLx::Sound->new();
# loads and plays a single sound now
$snd->play('myfile.wav');
# load a single file
$snd->load('theSound.aif');
# plays it or all loaded files
$snd->play();
# more sounds
my %files = (
channel_01 => "/my_sound1.wav",
channel_02 => "/my_sound2.ogg"
);
# times sounds bangs
my %times = (
channel_01 => 0, # start
channel_01 => 1256, # milliseconds
channel_02 => 2345
);
# Load files in channels for realtime play
$snd->load(%files);
# sets sound channel_01 loudness
$snd->loud('channel_01', 80); # loud at 80%
$snd->play(%times); # play loaded files at times
$snd->play; # play again
# plays sound channel_01 at 578 milliseconds from now
$snd->play('channel_01', 578);
# fades sound
$snd->fade('channel_02', 2345, 3456, -20);
# in a single act do the whole Sound
my $snd = SDLx::Sound->new(
files => (
channel_01 => "/my_sound1.wav",
channel_02 => "/my_sound2.ogg"
),
loud => (
channel_01 => 80,
channel_02 => 75
),
times => (
channel_01 => 0, # start
channel_01 => 1256, # milliseconds
channel_02 => 2345
),
fade => (
channel_02 => [2345, 3456, -20]
)
)->play();
DESCRIPTION
You can think about the SDLx::Sound at 2 approaches.
o A simple sound or
o The sound of your game or app.
Your application will say what the best approach.
In a taste that resembles to perl and to SDL, our SDLx:Sound hooks at SDL::Audio and SDL::Mixer with a graceful and simple interface that
can offer to monks a modern perlish way to manage sounds.
An SDLx::Sound object can load sounds from filesystem, play it, adjust this loudness level or stops the sound.
Each sound will play in the next available channel, so it can be handled isolately.
METHODS
new
Returns a new instance of SDLx::Sound
load
play
$sdlx_sound->play('file.wav');
Play a file
pause
resume
stop
AUTHORS
See "AUTHORS" in SDL.
COPYRIGHT & LICENSE
This program is free software; you can redistribute it and/or modify it under the same terms as Perl itself.
perl v5.14.2 2012-05-28 pods::SDLx::Sound(3pm)