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An incomplete re-implementation of DirectMusic, Microsoft's adaptive soundtrack API for games delivered as part of Direct3D and DirectX

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DirectMusic — A re-implementation.

This project aims to be a modern replacement for Microsoft's long-deprecated DirectMusic API available in early Direct3D and DirectX versions. It is currently under heavy development at this time and might be unstable for some use-cases.

Soundtracks tested and verified to work (somewhat) correctly:

  • Gothic
  • Gothic II (+ Night of the Raven)
Gothic II's "Khorinis Day Standard" theme rendered using this library:
KH_DayStd.mp4

Download the MP3 here.

If you tested other games, please let me know. If you own any games with .dls, .sty and .sgt files in the data folders, and you want to contribute, please contact me as well or open an issue.

Important

A C# wrapper package is also available at GothicKit/dmusic-cs.

Building

To build this project, you will need a C11-capable C compiler (like gcc or clang) and CMake 3.10 or newer. Linux, macOS and Windows are supported, but I can only assist with compilation error in a limited fashion on platforms other than Linux.

On Linux, you can build the project like this (macOS and Windows might work differently):

cmake -B build -DDM_ENABLE_ASAN=OFF -DDM_BUILD_EXAMPLES=ON
cmake --build build

(set -DDM_BUILD_EXAMPLES=OFF, if the example fails to compile)

You will find the library and executable files in the build and build/examples directories. Note that the example only works on systems providing the <unistd.h> and <sys/stat.h> headers.

Example

Here's how you play back a segment. This example works on POSIX only since it uses <sys/stat.h> for the file resolver. On Windows, you simply need to replace dm_resolve_file with a Windows-compatible implementation.

#include <dmusic.h>

#include <stddef.h>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <sys/stat.h>

static void* dm_resolve_file(void* ctx, char const* name, size_t* len);

int main(int argc, char** argv) {
	Dm_setLoggerDefault(DmLogLevel_INFO);

	// 1. Create a new DmLoader. The loader is responsible for loading and caching DirectMusic files using a
	//    user-defined callback function called a "resolver". You really only ever need one for your application.

	DmLoader* loader = NULL;
	DmResult rv = DmLoader_create(&loader, DmLoader_DEFAULT | DmLoader_DOWNLOAD);
	if (rv != DmResult_SUCCESS) {
		puts("Creating the loader failed\n");
		return rv;
	}

	// 2. Register a resolver with the loader. A resolver is simply a function which gets a context pointer,
	//    a filename and returns a memory buffer and its length as an output parameter. The context pointer
	//    is user-defined, here it's just a path string. You can return NULL from a resolver to indicate that
	//    the file was not found.

	rv = DmLoader_addResolver(loader, dm_resolve_file, "/path/to/your/music/folder");
	if (rv != DmResult_SUCCESS) {
		puts("Adding the resolver failed\n");
		return rv;
	}

	// 3. Use the loader to obtain a segment. The loader will call your resolvers in order to read in the
	//    file, and it will then perform some internal magic to load the segment. Since we set the
	//    DmLoader_DOWNLOAD option when constructing the loader, we don't need to call DmSegment_download
	//    afterward. Otherwise, you do have to call it.

	DmSegment* segment = NULL;
	rv = DmLoader_getSegment(loader, "YourSegment.sgt", &segment);
	if (rv != DmResult_SUCCESS) {
		puts("Getting the segment failed\n");
		return rv;
	}

	// 4. Create a new performance. The performance represents your main playback device. It handles all
	//    the DirectMusic magic needed to produce music from your segments. You typically only need one
	//    performance for your application. The second parameter here is the sample rate, defaulted to
	//    44100 Hz.

	DmPerformance* performance = NULL;
	rv = DmPerformance_create(&performance, 44100);
	if (rv != DmResult_SUCCESS) {
		puts("Creating the performance failed\n");
		return rv;
	}

	// 5. Instruct the performance to play a segment. This will set up the performance's internals so that
	//    the following call to DmPerformance_renderPcm will start producing music. The performance renders
	//    music on-demand, so as long as you don't call DmPerformance_renderPcm, you can consider playback to
	//    be paused. To stop playing music, you can pass NULL as the segment parameter.
	//
	//    The third parameter here is the timing. It tells the performance at which boundary to start playing
	//    the new segment as to not interrupt the flow of music. The options are "instant", which ignores all
	//    that and immediately plays the segment, "grid" which plays the segment at the next possible beat
	//    subdivision, "beat" which plays the segment at the next beat and "measure" which plays it at the next
	//    measure boundary.
	//
	//    The performance also supports transitions. To play those, use DmPerformance_playTransition and see
	//    its inline documentation for more information.

	rv = DmPerformance_playSegment(performance, segment, DmTiming_MEASURE);
	if (rv != DmResult_SUCCESS) {
		puts("Playing the segment failed\n");
		return rv;
	}

	size_t len = 1000000;
	float* pcm = malloc(sizeof *pcm * len);

	// 6. Finally, render some PCM! This will instruct the performance to start processing the underlying
	//    DirectMusic messages and render the resulting PCM to the output buffer. In this case it will
	//    render 1000000 stereo samples which is 500000 samples per channel.
	//
	//    This will advance the internal clock for as many ticks as required to render the requested number
	//    of samples. No more, no less.

	rv = DmPerformance_renderPcm(performance, pcm, len, DmRender_FLOAT | DmRender_STEREO);
	if (rv != DmResult_SUCCESS) {
		puts("Playing the PCM failed\n");
		return rv;
	}

	// 6.1. Write out the PCM data to some place where we can access it later. This could also just be some
	//      audio output device or another library.

	FILE* fp = fopen("output.pcm", "w");
	if (fp == NULL) {
		puts("Opening the output file failed\n");
		return -1;
	}

	(void) fwrite(pcm, sizeof *pcm, len, fp);
	(void) fclose(fp);

	// 7. Don't forget to clean up after yourself.
	free(pcm);

	DmSegment_release(segment);
	DmPerformance_release(performance);
	DmLoader_release(loader);
	return 0;
}

static void* dm_resolve_file(void* ctx, char const* name, size_t* len) {
	char const* root = ctx;

	// 1. Concat `root` and `name` to produce the final path. If a slash is missing
	//    at the end of `root`, add it.
	size_t root_len = strlen(root);
	size_t name_len = strlen(name);

	int miss_sep = root[root_len - 1] != '/';

	char* path = malloc(root_len + name_len + 1 + miss_sep);
	memcpy(path, root, root_len);
	memcpy(path + root_len + miss_sep, name, name_len);

	if (miss_sep) {
		path[root_len] = '/';
	}

	path[root_len + name_len + miss_sep] = '\0';

	// 2. Check if the file we want to open actually exists. If it doesn't, return NULL.
	struct stat st;
	if (stat(path, &st) != 0) {
		free(path);
		return NULL;
	}

	// 3. Read in data from the file.
	FILE* fp = fopen(path, "re");
	if (fp == NULL) {
		free(path);
		return NULL;
	}

	void* bytes = malloc((size_t) st.st_size);
	*len = fread(bytes, 1, (size_t) st.st_size, fp);

	(void) fclose(fp);
	free(path);

	return bytes;
}

More examples can be found in the examples/ folder.

Contact

If you have any questions, or you just want to say hi, you can reach me via e-mail (me@lmichaelis.de) or on Discord either via DM but preferably in the Gothic VR and GMC Discords (@lmichaelis).

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An incomplete re-implementation of DirectMusic, Microsoft's adaptive soundtrack API for games delivered as part of Direct3D and DirectX

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