See Preparing Instruments, Playing Instruments, and Playing Sound Files, for information on loading a player and instrument. Do not forget to start other instruments. You do not need to start sampler instruments as ssplStartSpooler()
starts this instrument.
SoundSpooler *ssplCreateSoundSpooler(int32 NumBuffers, Item SamplerIns)
int32 ssplSpoolData(SoundSpooler *sspl, char *Data, int32 NumBytes, void *UserData)
Err ssplStartSpooler(SoundSpooler *sspl, int32 Amplitude)
If you are using the sound spooler in a loop, you must monitor the signals returned by ssplSpoolData(), and inform the spooler that the buffers are complete by calling ssplProcessSignals():
int32 ssplProcessSignals(SoundSpooler *sspl, int32 SignalMask, void (*UserBufferProcessor)(SoundSpooler *sspl, SoundBufferNode *sbn))
You must also read more sound data and keep calling ssplSpoolData() until you run out of data.
Err ssplStopSpooler(SoundSpooler *sspl)
Err ssplDeleteSoundSpooler(SoundSpooler *sspl)