Score
A Score represents a sequence of MIDI messages which may be played by
a ScorePlayer. Right now, the only way
to create a Score is to read one from a file, but eventually there may
be other ways to create and manipulate Scores.
class Score {
public:
typedef PerChannel<bool> ChannelUseMap;
typedef UtilPtr<ChannelUseMap> ChannelUseMapPtr;
Score();
Score(char*);
Score(const Filedata*);
~Score();
int getNumEvents() const;
ScoreTime getLength() const;
ChannelUseMapPtr getChannels() const;
};
Score()
- This constructor creates an empty Score, which does nothing when
played. Since there is currently to way to modify a Score, this is not
very interesting.
Score(char* f)
- This constructor creates a Score containing the data in the
standard MIDI file f. This is just a convenience function to save the
user from having to create a Filedata explicitly, but it does the same
thing.
Score(const Filedata* f)
- This contructor creates a Score from the data in f. The data from
f is copied, so the user can free f anytime after the constructor
returns. (This is why a UtilPtr is not needed.)
~Score()
- The destructor destroys the Score.
int getNumEvents() const
- This member function returns the total number of events in the
Score.
ScoreTime getLength() const
- This member function returns the total time length of the Score
when played at the default speed.
ChannelUseMapPtr getChannels() const
- This member function returns all of the virtual channels which the
Score uses for each node.
Modified 26 October 1995 pepellet@mit.edu