Music the Easy Way: The QuickTime Music Architecture
Music the Easy Way: The QuickTime Music Architecture
by David Van Brink
Music has become cheap and plentiful on the Macintosh, and many applications are now making "casual" use of music. With the QuickTime Music Architecture, or QTMA, including music in your application has never been simpler. Its API is straightforward and easy to use, and you don't need intimate knowledge of MIDI protocols or channel and voice numberings. Nor do you need an external MIDI device; QTMA can play music directly out of the Macintosh's built-in speakers. And QTMA is widely available -- it's on every Macintosh that has QuickTime 2.0 (or later) installed.
The QuickTime Music Architecture is perfect for adding a little bit of music to
your application. It has a set of well-supported high-level calls for playing
musical notes and sequences, it deals with MIDI protocols so that your
application doesn't have to, and it handles timing for entire tunes. With QTMA,
you can specify musical instruments independent of device, and play music
either directly out of built-in speakers or through a MIDI synthesizer.
QTMA first became available with QuickTime 2.0 and offers some new features in
QuickTime 2.1, which should be available through APDA by the time you read
this. The code in this article is written for version 2.1; minor changes will
be required for 2.0. (Before making use of the QuickTime 2.1 features, your
code should call Gestalt with the gestaltQuickTimeVersion selector and check
the version number returned.)
This article shows how your application can use QTMA to play individual notes,
sequences of notes composed on the fly, or prescored sequences, and how to read
input from external MIDI devices. This issue's CD contains all the sample code
and a THINK C project to build and run it. We'll start with a look at QTMA in
relation to other ways of supporting music on the Macintosh; then we'll get
down to business and play some music with QTMA.
Support for MIDI and musical applications on the Macintosh platform has a
somewhat checkered history. Developers have been faced with such options as
writing their own serial drivers, using the MIDI Manager, or using third-party
operating system extensions such as the Open Music System (OMS, formerly Opcode
MIDI System) and the Free MIDI System (FMS) from Mark of the Unicorn. None of
these are practical for adding just a little music to your application.
Writing a serial driver to send MIDI output to an Apple MIDI adapter or to any
third-party MIDI adapter isn't that complicated if you enjoy writing low-level
code to access hardware registers on the SCC serial chip. I say this in all
seriousness: that kind of code really is fun to write! But it's not the best
way to do things, because changes in the OS and hardware can render your work
useless. And writing the low-level serial code for MIDI input has additional
complexities, primarily because of the interrupt timings in many parts of the
Mac OS.
The MIDI Manager is a slightly better tool to use for MIDI input and output.
Unfortunately, Apple's support for this product has been less than consistent,
and the MIDI Manager itself has some inherent performance limitations, though
these are less critical on faster hardware (68030 processor or better).
Both OMS and FMS are quite appropriate for professional music scoring and
editing products. Among the facilities that these extensions provide is a
"studio configuration"; this lets the user describe to the system the various
MIDI devices attached to the computer so that different applications can access
them.
All of these options have drawbacks for making casual use of music: you have to
access an external MIDI device, which most users don't have, and you have to
use MIDI protocols to talk to that device. QTMA frees you from both of these
constraints. It also frees you from needing to know a lot about MIDI itself; if
you want to know anyway, check out the information in "A MIDI Primer."
MIDI, or Musical Instrument Digital Interface, uses a serial protocol and a
standard 5-pin connector that you'll find on professional electronic music gear
made after 1985 or so. The connector's relatively large size, about half an
inch in diameter, was chosen so that it could withstand the rigors of the road
-- in other words, so that even drummers could plug it in.
Because MIDI cables can carry signals in only one direction, synthesizers have
separate connectors for MIDI input and MIDI output. (This differs from modem
cables, which carry signals in both directions.)
MIDI is a serial protocol running at 31250 baud, 8 data bits, 1 stop bit, no
parity. The command structure for a MIDI stream is simple: each byte is either
a status byte or a data byte.
A status byte establishes a mode for interpreting the data bytes that follow
it. The high bit is set, and the next three bits indicate the type of status
byte. The low four bits are typically used to specify a MIDI channel. Thus MIDI
can address up to 16 unique channels, each of which may play a different
musical instrument sound. Later extensions to MIDI let you address more
channels through the use of escape codes and bank switching.
The most common status message is the Play Note message, which has a value of
0x90 plus the MIDI channel number. Each note is defined by a pitch and
velocity. The pitch is an integer from 0 to 127, where 60 is musical middle C
(61 is C sharp, 59 is B, 72 is the C above middle C, and so on). The velocity
is an integer from 0 to 127 that describes how loud to play the note; 64 is
average loudness, 127 is very loud, 1 is nearly inaudible, and 0 means to stop
playing the note.
So, to play a C-major chord on MIDI channel 0, you send the seven bytes 0x90
0x3C 0x40 0x40 0x40 0x43 0x40 to begin the sound. After a suitable interval,
you send 0x90 0x3C 0x00 0x40 0x00 0x43 0x00 to silence it.
All of this is exactly the sort of stuff you don't need to know if you use the
QuickTime Music Architecture for your music-playing needs. But you just can't
know too many useless facts, right?
QTMA is implemented in three easy pieces, as QuickTime components for playing
individual notes, playing tunes (sequences of notes), and driving MIDI devices.
- The note allocator component is used to play individual notes. The calling
application can specify which musical instrument sound to use and exactly which
musical synthesizer to play the notes on. The note allocator component also
includes a utility that allows the user to pick the instrument.
- The tune player component can accept entire sequences of musical notes
and play them from start to finish, asynchronously, with no further need for
application intervention. This is handy if you'd like to play some infernally
irritating little melody, or perhaps threnody, during each game level of Boom
Three Dee or whenever.
- Individual music components act as device drivers for each type of
synthesizer attached to a particular computer. Two music components are
provided with QuickTime 2.0: the software synthesizer component, to play music
out of the built-in speaker, and the General MIDI component, to play music on a
General MIDI device attached to a serial port. QuickTime 2.1 supports a small
number of other popular synthesizers as well.
Playing a few notes with the note allocator component is simple. To play notes
that have a piano-like sound, you need to open up the note allocator component,
allocate a note channel with a request for piano, and play. That's it! If
you're feeling like a particularly well-behaved software engineer, you might
dispose of the note channel and close the note allocator component when you're
done. We'll get to the code in a moment; first we'll look at some important
related data structures.
A note channel is analogous to a sound channel in that you allocate it, issue
commands to it to produce sound, and close it when you're done. To specify
details about the note channel, you use a data structure called a NoteRequest
(see Listing 1). The NoteRequestInfo structure in the NoteRequest is new in
QuickTime 2.1; it simply encapsulates the first few fields of the old
NoteRequest structure and splits the first of those fields into two,
flags and
reserved (which are decribed in the documentation accompanying the QuickTime
2.1 release).
Listing 1. Note-related data structures
struct NoteRequest {
NoteRequestInfo info; // * in post-QuickTime 2.0 only
ToneDescription tone;
};
struct NoteRequestInfo {
UInt8 flags;
UInt8 reserved;
short polyphony;
Fixed typicalPolyphony;
};
struct ToneDescription {
OSType synthesizerType;
Str31 synthesizerName;
Str31 instrumentName;
long instrumentNumber;
long gmNumber;
};
The
next two fields specify the probable polyphony that the note channel will be
used for. Polyphony means, literally, many sounds. A polyphony of 5 means that
five notes can be playing simultaneously. The polyphony field enables QTMA to
make sure that the allocated note channel can play all the notes you'll need.
The typicalPolyphony field is a fixed-point number that should be set to the
average number of voices the note channel will play; it may be whole or
fractional. Some music components use this field to adjust the mixing level for
a good volume.
The ToneDescription structure is used throughout QTMA to specify a musical
instrument sound in a device-independent fashion. This structure's
synthesizerType and synthesizerName fields can request a particular synthesizer
to play notes on. Usually, they're set to 0, meaning "choose the best General
MIDI synthesizer." The gmNumber field indicates the General MIDI (GM)
instrument or drum kit sound, which may be any of 135 such sounds that are
supported by many synthesizer manufacturers. (All these sounds are available on
a General MIDI Sound Module.) The GM instruments are numbered 1 through 128,
and the seven drum kits are numbered 16385 and higher. A complete list of
instrument and drum kit numbers is provided in Table 1. For synthesizers that
accept sounds outside the GM library, you can use the instrumentName and
instrumentNumber fields to specify some other sound.
The routine in Listing 2 plays notes in a piano-like sound with the note
allocator component. We start by calling OpenDefaultComponent to open up the
component. If this routine returns 0, the component wasn't opened, most likely
because QTMA wasn't present.
Listing 2. Playing notes with the note allocator component
void PlaySomeNotes(void)
{
NoteAllocator na;
NoteChannel nc;
NoteRequest nr;
ComponentResult thisError;
long t, i;
na = 0;
nc = 0;
// * Open up the note allocator.
na = OpenDefaultComponent(kNoteAllocatorType, 0);
if (!na)
goto goHome;
// * Fill out a NoteRequest using NAStuffToneDescription to help,
// * and allocate a NoteChannel.
nr.info.flags = 0;
nr.info.reserved = 0;
nr.info.polyphony = 2; // simultaneous tones
nr.info.typicalPolyphony = 0x00010000; // usually just one note
thisError = NAStuffToneDescription(na, 1, &nr.tone); // 1 is piano
thisError = NANewNoteChannel(na, &nr, &nc);
if (thisError || !nc)
goto goHome;
// If we've gotten this far, OK to play some musical notes.
// Lovely.
NAPlayNote(na, nc, 60, 80); // middle C at velocity 80
Delay(40, &t); // delay 2/3 of a second
NAPlayNote(na, nc, 60, 0); // middle C at velocity 0: end note
Delay(40, &t); // delay 2/3 of a second
// * Obligatory do-loop of rising tones
for (i = 60; i <= 84; i++) {
NAPlayNote(na, nc, i, 80); // pitch i at velocity 80
NAPlayNote(na, nc, i+7, 80); // pitch i+7 (musical fifth) at
// velocity 80
Delay(10, &t); // delay 1/6 of a second
NAPlayNote(na, nc, i, 0); // pitch i at velocity 0: end note
NAPlayNote(na, nc, i+7, 0); // pitch i+7 at velocity 0:
// end note
}
goHome:
if (nc)
NADisposeNoteChannel(na, nc);
if (na)
CloseComponent(na);
}
In Listing 2, if you replace the code in the section labeled "Obligatory
do-loop of rising tones" with the following code, you'll receive a secret treat.
i = 0;
while (!Button()) {
long j, v;
for (j = i % 13; j < 128; j+=13) {
v = j < 64 ? j * 2 : (127 - j) * 2;
NAPlayNote(na, nc, j, v);
}
Delay(13, &t);
for (j = i % 13; j < 128; j+=13)
NAPlayNote(na, nc, j, 0);
i++;
}
This
snappy little melody was discovered by psychologist Roger Shepard in the 1960s.
Next we fill in the NoteRequestInfo and ToneDescription structures, calling the
note allocator's NAStuffToneDescription routine and passing it the GM
instrument number for piano. This routine fills in the gmNumber field and also
fills in the other ToneDescription fields with sensible values, such as the
instrument's name in text form in the instrumentName field. (The routine can be
useful for converting a GM instrument number to its text equivalent.)
After allocating the note channel with NANewNoteChannel, we call NAPlayNote to
play each note. Notice the last two parameters to NAPlayNote:
ComponentResult NAPlayNote(NoteAllocator na, NoteChannel nc,
long pitch, long velocity);
The
value of the pitch parameter is an integer from 1 to 127, where 60 is middle C,
61 is C sharp, and 59 is C flat, or B. Similarly, 69 is concert A, and is
played at a nominal audio frequency of 440 Hz. The velocity parameter's value
is also an integer from 1 to 127, or 0. A velocity of 1 corresponds to just
barely touching the musical keyboard, and 127 indicates that the key was struck
as hard as possible. Different velocities produce tones of different volumes
from the synthesizer. A velocity of 0 means the key was released; the note
stops or fades out, as appropriate to the kind of sound being played. Here we
stop the notes after delaying an appropriate amount of time with a call to the
Delay routine.
Finally, being well behaved, we dispose of the note channel and close the note
allocator component.
Rather than specify the instrument sound itself, your application may want to
let the user pick it. For this purpose, a nifty instrument picker utility is
provided in the note allocator component. The instrument picker dialog, shown
in Figure 1, enables users to choose musical instruments from the available
synthesizers and sounds.
The routine in Listing 3 shows one way that your application can use the
instrument picker. It's nearly identical to the code in Listing 2, except that
the NAPickInstrument routine is called right after the call to
NAStuffToneDescription. As in Listing 1, NAStuffToneDescription fills out a
ToneDescription record for a particular GM instrument number; NAPickInstrument
then invokes the instrument picker dialog and alters the passed ToneDescription
to whatever instrument the user selects.
Listing 3. Using the instrument picker
void PickThenPlaySomeNotes(void)
{
... // * declarations and initialization
// * Open up the note allocator.
...
// * Fill out a NoteRequest using NAStuffToneDescription to help,
// * call NAPickInstrument, and allocate a NoteChannel.
nr.info.flags = 0;
nr.info.reserved = 0;
nr.info.polyphony = 2; // * simultaneous tones
nr.info.typicalPolyphony = 0x00010000;
thisError = NAStuffToneDescription(na, 1, &nr.tone); // 1 is piano
thisError = NAPickInstrument(na, nil, "\pPick An Instrument:",
&nr.tone, 0, 0, nil, nil);
if (thisError)
goto goHome;
thisError = NANewNoteChannel(na, &nr, &nc);
if (thisError || !nc)
goto goHome;
// Play some musical notes.
...
// Obligatory do-loop of rising tones
...
goHome:
... // Dispose of the NoteChannel and close the component.
}
There's much more to music than simply playing the right notes at the right
times. Although your code can simulate only a scant fraction of the
expressiveness of a skillfully played acoustic instrument, there are certain
things the note allocator component lets you do that help make your
computer-synthesized music sound more interesting.
As we've already seen, the NAPlayNote routine has parameters for specifying
pitch and velocity, the latter determining the volume of the note; changes in
these parameter values can affect the expressiveness of your music. You can
also add expressiveness to whatever notes are being played by using QTMA's
controllers. A controller is a parameter that's set independently of the notes
being played, with a call to the NASetController routine:
ComponentResult NASetController(NoteAllocator na, NoteChannel nc,
long controllerNumber, long controllerValue);
Two
simple controllers are the pitch bend controller and the volume controller. The
pitch bend controller alters the frequency of any notes being played. It's like
the whammy-bar on an electric guitar, which tightens or loosens all the strings
simultaneously. The volume controller affects the sound of all notes similarly
to the way key velocity affects the sound of individual notes.
Let's look at some source code that uses the pitch bend controller (Listing 4).
This routine plays a major-fifth interval for a half second, "bends" it up by
three semitones, holds it a half second, and then bends it back down to its
original pitch.
Listing 4. Using the pitch bend controller
void PlaySomeBentNotes(void)
{
... // declarations and initialization
// Open up the note allocator.
...
// Fill out a NoteRequest using NAStuffToneDescription to help, and
// allocate a NoteChannel.
...
// If we've gotten this far, OK to play some musical notes. Lovely.
NAPlayNote(na, nc, 60, 80); // middle C at velocity 80
NAPlayNote(na, nc, 67, 60); // G at velocity 60
Delay(30, &t);
// Loop through differing pitch bendings.
for (i = 0; i <= 0x0300; i+=10) { // bend 3 semitones
NASetController(na, nc, kControllerPitchBend, i);
Delay(1, &t);
}
Delay(30, &t);
for (i = 0x0300; i >= 0; i-=10) { // bend back to normal
NASetController(na, nc, kControllerPitchBend, i);
Delay(1, &t);
}
Delay(30, &t);
NAPlayNote(na, nc, 60, 0); // middle C off
NAPlayNote(na, nc, 67, 0); // G off
goHome:
... // Dispose of the NoteChannel and close the component.
}
Most
QuickTime controller values are 16-bit signed fixed-point numbers (where the
lower eight bits are fractional) and have a range of 0 to 127, with a default
value of 0. However, the pitch bend controller has a range of -127 to 127, and
the volume controller has a default value of 127, or maximum volume.
The pan controller has a slightly different definition from the other
controllers. "Pan" refers to the position of the sound in the stereo field.
Most synthesizers have audio output for left and right; on such synthesizers,
the pan value is interpreted as follows: The default pan position (usually
centered) is specified by a value of 0 to the pan controller. To position the
sound arbitrarily, values between 1 (0x0100) and 2 (0x0200) are used to range
between left and right, respectively. For synthesizers with n outputs, values
between 1 and n are used to pan between each adjacent pair of outputs. Note
that the built-in synthesizer doesn't currently support panning.
As mentioned earlier, an application can use the tune player component to play
entire sequences of notes, or tunes. Applications often find it useful to play
a tune that has been precomposed and stored in the application; other times, it
may be useful to construct a tune at run time and then play it. In either case,
the application must first build the tune. Here we'll take a look at the format
of a tune and the routines and macros we use for building one.
The format for tunes is a series of long words, subdivided into bitfields. Your
application needs to build a tune header and tune sequence made up of different
types of "events." The tune header contains one or more note request events,
each a NoteRequest data structure with some encapsulating long words. The tune
sequence is made up of note events that specify notes and durations, controller
changes, and so on, as well as rest events; it's the musical score.
In the tune header, each note request event has the structure shown in Figure
2. (It's actually a general event, of the note request subtype.) Thus the first
word is 0xFnnn0017, where nnn is the part number, and the last word is
0xC0010017. The part number is referred to later on by note events in the tune
sequence. For example, given a header than contains a note request event
specifying part 3, subsequent note events that specify part 3 will play in a
note channel allocated according to that NoteRequest.
In the tune sequence, each note event includes the part, pitch, velocity, and
duration of the note; a rest event specifies only a duration (see Figure 3). A
note event can have either a short or an extended format. In a short note
event, the pitch is limited to the range 32 to 95 (which covers most musical
notes) and the part number must be less than 32. If either of these ranges is
too small, or if you want to use a fixed-point pitch value or a very long
duration, the extended note format may be used. Much of the time you can use
the short format, to save space.
Both headers and sequences end with a marker event containing all zeroes
(equivalent to 0x60000000), shown in Figure 4.
Our sample code includes routines for building the tune header and tune
sequence. These routines use some handy event-stuffing macros that are defined
in the file QuickTimeComponents.h, and all have the form
_StuffSomething(arguments). BuildTuneHeader (Listing 5) uses the following
macro:
_StuffGeneralEvent(w1, w2, part, subtype, length);
The
_StuffGeneralEvent macro fills in the head and tail long words of a particular
type of general event -- in our case, a note request event. Its arguments are,
in order: the head and tail long words; the part number; the event subtype
(kGeneralEventNoteRequest for a note request event); and the length in long
words of the entire event, counting the head and tail. Note that the first two
arguments are the head and tail themselves, not pointers -- the macro expands
to a direct assignment of these arguments.
Listing 5. BuildTuneHeader
#define kNoteRequestHeaderEventLength \
(sizeof(NoteRequest) /sizeof(long) + 2) // long words
#define our_header_length \
((2 * kNoteRequestHeaderEventLength + 1)) * sizeof(long) // bytes
unsigned long *BuildTuneHeader(void)
{
unsigned long *header, *w, *w2;
NoteRequest *nr;
NoteAllocator na; // just for the NAStuffToneDescription call
ComponentResult thisError;
header = 0;
na = 0;
// Open up the note allocator.
na = OpenDefaultComponent(kNoteAllocatorType, 0);
if (!na)
goto goHome;
// Allocate space for the tune header, rather inflexibly.
header = (unsigned long *) NewPtrClear(our_header_length);
if (!header)
goto goHome;
w = header;
// Stuff request for piano polyphony 4.
w2 = w + kNoteRequestHeaderEventLength - 1; // last long word of
// note request event
_StuffGeneralEvent(*w, *w2, 1, kGeneralEventNoteRequest,
kNoteRequestHeaderEventLength);
nr = (NoteRequest *)(w + 1);
nr->info.flags = 0;
nr->info.reserved = 0;
nr->info.polyphony = 4; // simultaneous tones
nr->info.typicalPolyphony = 0x00010000;
// 1 is piano
thisError = NAStuffToneDescription(na, 1, &nr->tone);
w += kNoteRequestHeaderEventLength;
// Stuff request for violin polyphony 3.
w2 = w + kNoteRequestHeaderEventLength - 1; // last long word of
// note request event
_StuffGeneralEvent(*w, *w2, 2, kGeneralEventNoteRequest,
kNoteRequestHeaderEventLength);
nr = (NoteRequest *)(w + 1);
nr->info.flags = 0;
nr->info.reserved = 0;
nr->info.polyphony = 3; // simultaneous tones
nr->info.typicalPolyphony = 0x00010000;
// violin
thisError = NAStuffToneDescription(na, 41, &nr->tone);
w += kNoteRequestHeaderEventLength;
*w++ = 0x60000000; // end-of-sequence marker
goHome:
if (na)
CloseComponent(na);
return header;
}
BuildTuneSequence
(Listing 6) uses the _StuffNoteEvent and _StuffRestEvent macros.
_StuffNoteEvent(w, part, pitch, volume, duration);
The
_StuffNoteEvent macro fills in a note event. Its arguments are, in order: the
long word to stuff; the part number; the pitch (where, as usual, 60 is middle
C); the volume (velocity); and the duration (usually specified in 600ths of a
second). The pitch must be between 32 and 95, and the part number must be less
than 32. For values outside these ranges, a fixed-point pitch value, or a very
long duration, use _StuffXNoteEvent.
_StuffXNoteEvent(w1, w2, part, pitch, volume, duration);
The
_StuffXNoteEvent macro is for extended note events. It's identical to
_StuffNoteEvent except that it provides larger ranges for pitch, part, and
duration, and the event itself takes two long words.
_StuffRestEvent(w, restDuration);
The
_StuffRestEvent macro fills in a rest event. It takes two arguments: the long
word to stuff and the duration of the rest.
Listing 6. BuildTuneSequence
#define kNoteDuration 240 // in 600ths of a second
#define kRestDuration 300 // in 600ths -- tempo will be 120 bpm
#define our_sequence_length (22 * sizeof(long)) // bytes
#define our_sequence_duration (9 * kRestDuration) // 600ths
unsigned long *BuildTuneSequence(void)
{
unsigned long *sequence, *w;
// Allocate space for the tune sequence, rather inflexibly.
sequence = (unsigned long *) NewPtrClear(our_sequence_length);
if (!sequence)
goto goHome;
w = sequence;
_StuffNoteEvent(*w++, 1, 60, 100, kNoteDuration); // piano C
_StuffRestEvent(*w++, kRestDuration);
_StuffNoteEvent(*w++, 2, 60, 100, kNoteDuration); // violin C
_StuffRestEvent(*w++, kRestDuration);
_StuffNoteEvent(*w++, 1, 63, 100, kNoteDuration); // piano
_StuffRestEvent(*w++, kRestDuration);
_StuffNoteEvent(*w++, 2, 64, 100, kNoteDuration); // violin
_StuffRestEvent(*w++, kRestDuration);
// Make the 5th and 6th notes much softer, just for fun.
_StuffNoteEvent(*w++, 1, 67, 60, kNoteDuration); // piano
_StuffRestEvent(*w++, kRestDuration);
_StuffNoteEvent(*w++, 2, 66, 60, kNoteDuration); // violin
_StuffRestEvent(*w++, kRestDuration);
_StuffNoteEvent(*w++, 1, 72, 100, kNoteDuration); // piano
_StuffRestEvent(*w++, kRestDuration);
_StuffNoteEvent(*w++, 2, 73, 100, kNoteDuration); // violin
_StuffRestEvent(*w++, kRestDuration);
_StuffNoteEvent(*w++, 1, 60, 100, kNoteDuration); // piano
_StuffNoteEvent(*w++, 1, 67, 100, kNoteDuration); // piano
_StuffNoteEvent(*w++, 2, 63, 100, kNoteDuration); // violin
_StuffNoteEvent(*w++, 2, 72, 100, kNoteDuration); // violin
_StuffRestEvent(*w++, kRestDuration);
*w++ = 0x60000000; // end-of-sequence marker
goHome:
return sequence;
}
It's
important to understand that the duration of a sequence equals the total
durations of all the rest events. The durations within the note events don't
contribute to the duration of the sequence! If two note events occur in a row,
each with a duration of say 100, they'll both start at the same time, not 100
time units apart. If the next event is an end-of-sequence marker, the notes
will immediately be stopped, having played for zero time units. If, however, a
rest event is placed between the note events and the end marker, both notes
will sound for the duration of the rest event, up to 100 time units.
Playing a tune with the tune player component is ideal if for some reason your
application will be constructing a tune at run time and then playing it. For
prescored music, however, the best solution is to create a QuickTime movie
containing only a music track and play it as a regular movie with the Movie
Toolbox, as described below.
Using the tune player to play a tune without application intervention is
straightforward, as illustrated in Listing 7. After building the tune with
BuildTuneHeader and BuildTuneSequence, this routine opens up a connection to
the tune player component, calls TuneSetHeader with a pointer to the header
information, and then calls TuneQueue with a pointer to the sequence data. All
the details of playback are taken care of by the tune player. The tune will
stop playing when it reaches the end or when the tune player component is
closed.
Listing 7. Playing a tune with the tune player component
void BuildSequenceAndPlay(void)
{
unsigned long *header, *sequence;
TunePlayer tp;
TuneStatus ts;
ComponentResult thisError;
tp = 0;
header = BuildTuneHeader();
sequence = BuildTuneSequence();
if (!header || !sequence)
goto goHome;
tp = OpenDefaultComponent(kTunePlayerType, 0);
if (!tp)
goto goHome;
thisError = TuneSetHeader(tp, header);
thisError = TuneQueue(tp, sequence, 0x00010000, 0, 0x7FFFFFFF,
0, 0, 0);
// Wait until the sequence finishes playing or the user clicks
// the mouse.
spin:
thisError = TuneGetStatus(tp, &ts);
if (ts.queueTime && !Button())
goto spin; // I use gotos primarily to shock the children.
goHome:
if (tp)
CloseComponent(tp);
if (header)
DisposePtr((Ptr) header);
if (sequence)
DisposePtr((Ptr) sequence);
}
The best way to play prescored music is to create a QuickTime movie with just a
music track and play it with the Movie Toolbox, which takes care of details
like spooling multiple segments of sequence data from disk. This is currently
the only way to create QuickTime music that will also play under QuickTime for
Windows. There are many tools for authoring music into Standard MIDI Files,
which are then easily imported as QuickTime movies -- but first let's look at
the more hard-core method of creating your own sequence and header data and
saving it as a QuickTime movie.
Creating a QuickTime music track is exactly the same as creating any other kind
of track. You create or open the movie you're adding the track to, and then add
a new track and a new media followed by a sample description and the sample
data. For a music track, the sample description is the tune header information,
and the data is one or more tune sequences. The routine in Listing 8 constructs
a QuickTime movie with a music track and saves it to disk.
Listing 8. Creating a QuickTime music track
void BuildMusicMovie(void)
{
ComponentResult result;
StandardFileReply reply;
short resRefNum;
Movie mo;
Track tr;
Media me;
unsigned long *tune, *header;
MusicDescription **mdH, *md;
StandardPutFile("\pMusic movie file name:", "\pMovie File",
&reply);
if (!reply.sfGood)
goto goHome;
EnterMovies();
// Create the movie, track, and media.
result = CreateMovieFile(&reply.sfFile, 'TVOD', smCurrentScript,
createMovieFileDeleteCurFile, &resRefNum, &mo);
if (result)
goto goHome;
tr = NewMovieTrack(mo, 0, 0, 256);
me = NewTrackMedia(tr, MusicMediaType, 600, nil, 0);
// Create a music sample description.
header = BuildTuneHeader();
mdH = (MusicDescription **)
NewHandleClear(sizeof(MusicDescription) - 4 +
our_header_length);
if (!mdH)
goto goHome;
md = *mdH;
md->descSize = GetHandleSize((Handle) mdH);
md->dataFormat = kMusicComponentType;
BlockMove(header, md->headerData, our_header_length);
DisposePtr((Ptr) header);
// Get a tune, add it to the media, and then finish up.
tune = BuildTuneSequence();
result = BeginMediaEdits(me);
result = AddMediaSample(me, (Handle) &tune, 0,
our_sequence_length, our_sequence_duration,
(SampleDescriptionHandle) mdH, 1, 0, nil);
result = EndMediaEdits(me);
result = InsertMediaIntoTrack(tr, 0, 0, our_sequence_duration,
(1L<<16));
result = OpenMovieFile(&reply.sfFile, &resRefNum, fsRdWrPerm);
result = AddMovieResource(mo, resRefNum, 0, 0);
result = CloseMovieFile(resRefNum);
DisposePtr((Ptr) tune);
DisposeMovie(mo);
goHome:
ExitMovies();
}
Most music content exists in a format called Standard MIDI File (SMF). All
sequencing and composition programs have an option to Save As or Export files
to this format. QuickTime has facilities for reading an SMF file and easily
converting it into a QuickTime movie. (QuickTime 2.1 corrects some critical
bugs in the 2.0 converter.) During any kind of conversion, the SMF file is
assumed to be scored for a General MIDI device, and MIDI channel 10 is assumed
to be a drum track.
The conversion to a QuickTime movie can happen in several ways. Because the
conversion is implemented in a QuickTime 'eat ' component, it very often will
happen automatically. Any application that uses the StandardGetFile routine to
open a movie can also open 'Midi' files transparently, and can transparently
paste Clipboard contents of type 'Midi' into a movie that's shown with the
standard movie controller. To explicitly convert a file or handle into a movie,
an application can use the Movie Toolbox routines ConvertFileToMovieFile and
PasteHandleIntoMovie, respectively.
For those of you who are hard-core MIDI heads, the following two MIDI
system-exclusive messages, new in QuickTime 2.1, may be useful for more precise
control of the MIDI import process. (Note that QuickTime data is divided into
media samples. Within video tracks, each video frame is considered one sample;
in music tracks, each sample may contain several seconds worth of musical
information.)
- F0 11 00 01 xx yy zz F7 sets the maximum size of each media sample to the
21-bit number xxyyzz. (MIDI data bytes have the high bit clear, so they have
only seven bits of number.) This message can occur anywhere in an SMF file.
- F0 11 00 02 F7 marks an immediate sample break; it ends the current
sample and starts a new one. All messages after a sample break message will be
placed in a new media sample.
Applications can define their own system-exclusive messages of the form F0 11
7F ww xx yy zz ... application-defined data ... F7, where ww xx yy zz is the
application's unique signature with the high bits cleared. This is guaranteed
not to interfere with Apple's or any other manufacturer's use of
system-exclusive codes.*
If the user has a MIDI keyboard attached to the computer, your application can
use it as an input device by calling QTMA routines that capture each event as
the user triggers it.
The default MIDI input is whichever MIDI port the user has chosen for a General
MIDI device from the QuickTime Music control panel, shown in Figure 5. (The
default MIDI input can also be specified with the NASetDefaultMIDIInput call in
the note allocator, but this call should be made only by music-configuration
software, such as the control panel.)
An application can receive MIDI events from the default MIDI input by
installing a readHook routine. This routine is called at interrupt level
whenever MIDI data arrives. It's installed with the NAUseDefaultMIDIInput call
(and later deinstalled with NALoseDefaultMIDIInput).
pascal ComponentResult NAUseDefaultMIDIInput(NoteAllocator na,
MusicMIDIReadHookUPP readHook, long refCon, unsigned long flags);
The
readHook routine is defined as follows:
typedef pascal ComponentResult (*MusicMIDIReadHookProcPtr)
(MusicMIDIPacket *mp, long myRefCon);
When
the readHook routine is called, it's passed its refCon (installed with the
routine) and a pointer to the MIDI packet. The MIDI packet structure is simply
a list of bytes of a MIDI message, preceded by a length:
struct MusicMIDIPacket {
unsigned short length;
unsigned long reserved;
UInt8 data[249];
};
The
length field is the number of bytes in the MIDI message. (If you're familiar
with the MIDI Manager definition of a MIDI packet or with OMS's packet, note
that their length field is different from this one: Theirs is the length of
both the header and the packet data, so the minimum length would be 6; but in
QuickTime's packets, the length field is only the number of bytes of MIDI data
actually in the data array.)
In QuickTime 2.0, the reserved field must be set to 0, but in QuickTime 2.1,
this field takes on some additional meanings (as reserved fields occasionally
do). When an application is using the default MIDI input, it may occasionally
lose the use of that input, such as when another application tries to use it,
or if the instrument picker dialog box comes to the front. If the use of the
input is lost, the reserved field will have the value kMusicPacketPortLost = 1,
and the length field will be 0: no MIDI data. When the port is once again
available, the readHook routine will receive a packet with the reserved field
set to kMusicPacketPortFound = 2, also with no data.
The data array in the MIDI packet contains a raw MIDI message that your
readHook routine will have to parse. Our example code parses only the MIDI
messages for note-on events and note-off events; other messages, such as
pitch-bend controls, are simply ignored.
The note-on event message has three bytes, 9c pp vv (in hexadecimal), where c
is the MIDI channel that the musical keyboard is transmitting on, pp is a MIDI
pitch from 0 to 127 (60 is middle C), and vv is the velocity with which the key
was struck, from 1 to 127. If the velocity is 0, the message signifies a
note-off event. Some devices, however, use a separate message type for note-off
events; it has the form 8c pp vv, where c and pp are the channel and pitch, and
vv is the velocity with which the key was released. Nobody in the world pays
attention to the release velocity, so in our example we won't either. When an
8c message is received, we'll just set the velocity to 0 and pretend it was a
9c message.
Listing 9 shows a readHook routine and the routine that installs it. The main
routine, UseMIDIInput, allocates a note channel and then calls
NAUseDefaultMIDIInput, specifying a readHook routine that parses note-on or
note-off event messages. These messages are expanded into a chord that's played
on the note channel. Any packet that isn't of that type -- that is, doesn't
contain three bytes or start with 0x8n or 0x9n -- is ignored.
Listing 9. Parsing MIDI messages in the readHook routine
pascal ComponentResult AReadHook(MusicMIDIPacket *mp, long refCon)
{
MIDIInputExample *mie;
Boolean major;
short status, pitch, vel;
mie = (MIDIInputExample *)refCon;
if (mp->reserved == kMusicPacketPortLost) // port gone? make
// channel quiet
NASetNoteChannelVolume(mie->na, mie->nc, 0);
else if (mp->reserved == kMusicPacketPortFound) // port back?
// raise volume
NASetNoteChannelVolume(mie->na, mie->nc, 0x00010000);
else if (mp->length == 3) {
status = mp->data[0] & 0xF0;
pitch = mp->data[1];
vel = mp->data[2];
switch (status) {
case 0x80:
vel = 0;
// Falls into case 0x90.
case 0x90:
major = pitch % 5 == 0;
NAPlayNote(mie->na, mie->nc, pitch, vel);
NAPlayNote(mie->na, mie->nc, pitch+3+major, vel);
NAPlayNote(mie->na, mie->nc, pitch+7, vel);
break;
}
}
return noErr;
}
void UseMIDIInput(void)
{
ComponentResult result;
MIDIInputExample mie;
NoteRequest nr;
mie.na = OpenDefaultComponent(kNoteAllocatorType, 0);
if (!mie.na)
goto goHome;
nr.polyphony = 2;
nr.typicalPolyphony = 0x00010000;
result = NAStuffToneDescription(mie.na, 1, &nr.tone);// piano
result = NANewNoteChannel(mie.na, &nr, &mie.nc);
result = NAUseDefaultMIDIInput(mie.na, AReadHookUPP,
(long) &mie, 0)
while (!Button());
result = NALoseDefaultMIDIInput(mie.na);
goHome:
if (mie.na)
CloseComponent(mie.na); // disposes of NoteChannel, too
}
Sometimes a little music can make your application easier and more fun to use.
Adding music doesn't have to be a complex task; QTMA takes care of all the hard
parts, like using MIDI protocols, so you can concentrate more on the music
itself. So go ahead, play some tunes and enjoy the music!
DAVID VAN BRINK lives in a tiny experimental habitat overlooking the Denny's
parking lot in Santa Cruz, California. He experiences life at 14,400 bits per
second. See http://www.srm.com for more information.*
Thanks to our technical reviewers Peter Hoddie, Duncan Kennedy, Jim Nitchals,
Jim Reekes, and Kent Sandvik.*