stdex/structstdex_1_1wav_1_1cue.html

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<li class="navelem"><b>stdex</b></li><li class="navelem"><b>wav</b></li><li class="navelem"><a class="el" href="structstdex_1_1wav_1_1cue.html">cue</a></li> </ul>
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<a href="#pub-attribs">Public Attributes</a> &#124;
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<div class="headertitle"><div class="title">stdex::wav::cue Struct Reference</div></div>
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<p>Cue point.
<a href="#details">More...</a></p>
<p><code>#include &lt;<a class="el" href="wav_8hpp_source.html">stdex/wav.hpp</a>&gt;</code></p>
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Inheritance diagram for stdex::wav::cue:</div>
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<tr class="heading"><td colspan="2"><h2 class="groupheader"><a id="pub-attribs" name="pub-attribs"></a>
Public Attributes</h2></td></tr>
<tr class="memitem:a2348ff6997191585c1419335314cd5ad" id="r_a2348ff6997191585c1419335314cd5ad"><td class="memItemLeft" align="right" valign="top"><a id="a2348ff6997191585c1419335314cd5ad" name="a2348ff6997191585c1419335314cd5ad"></a>
uint32_t&#160;</td><td class="memItemRight" valign="bottom"><b>id</b> = 0</td></tr>
<tr class="memdesc:a2348ff6997191585c1419335314cd5ad"><td class="mdescLeft">&#160;</td><td class="mdescRight">Each cue point has a unique identification value used to associate cue points with information in other chunks. For example, a Label chunk contains text that describes a point in the wave file by referencing the associated cue point. <br /></td></tr>
<tr class="separator:a2348ff6997191585c1419335314cd5ad"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a8a55fcb503405d3004760d11656af74c" id="r_a8a55fcb503405d3004760d11656af74c"><td class="memItemLeft" align="right" valign="top"><a id="a8a55fcb503405d3004760d11656af74c" name="a8a55fcb503405d3004760d11656af74c"></a>
uint32_t&#160;</td><td class="memItemRight" valign="bottom"><b>position</b> = 0</td></tr>
<tr class="memdesc:a8a55fcb503405d3004760d11656af74c"><td class="mdescLeft">&#160;</td><td class="mdescRight">The sample offset associated with the cue point in terms of the sample's position in the final stream of samples generated by the play list. Said in another way, if a play list chunk is specified, the position value is equal to the sample number at which this cue point will occur during playback of the entire play list as defined by the play list's order. If no play list chunk is specified this value should be 0. <br /></td></tr>
<tr class="separator:a8a55fcb503405d3004760d11656af74c"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a15ae22213cb33bc694965e97a3035342" id="r_a15ae22213cb33bc694965e97a3035342"><td class="memItemLeft" align="right" valign="top"><a id="a15ae22213cb33bc694965e97a3035342" name="a15ae22213cb33bc694965e97a3035342"></a>
uint32_t&#160;</td><td class="memItemRight" valign="bottom"><b>chunk_id</b> = 0</td></tr>
<tr class="memdesc:a15ae22213cb33bc694965e97a3035342"><td class="mdescLeft">&#160;</td><td class="mdescRight">The four byte ID used by the chunk containing the sample that corresponds to this cue point. A Wave file with no play list is always "data". A Wave file with a play list containing both sample data and silence may be either "data" or "slnt". <br /></td></tr>
<tr class="separator:a15ae22213cb33bc694965e97a3035342"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:a9e1a1a62c1497e28161b1303c769a59f" id="r_a9e1a1a62c1497e28161b1303c769a59f"><td class="memItemLeft" align="right" valign="top"><a id="a9e1a1a62c1497e28161b1303c769a59f" name="a9e1a1a62c1497e28161b1303c769a59f"></a>
uint32_t&#160;</td><td class="memItemRight" valign="bottom"><b>chunk_offset</b> = 0</td></tr>
<tr class="memdesc:a9e1a1a62c1497e28161b1303c769a59f"><td class="mdescLeft">&#160;</td><td class="mdescRight">The byte offset into the Wave List Chunk of the chunk containing the sample that corresponds to this cue point. This is the same chunk described by the Data Chunk ID value. If no Wave List Chunk exists in the Wave file, this value is 0. If a Wave List Chunk exists, this is the offset into the "wavl" chunk. The first chunk in the Wave List Chunk would be specified with a value of 0. <br /></td></tr>
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<tr class="memitem:a5ff713152c9608e62a8ee0a97a01bdac" id="r_a5ff713152c9608e62a8ee0a97a01bdac"><td class="memItemLeft" align="right" valign="top"><a id="a5ff713152c9608e62a8ee0a97a01bdac" name="a5ff713152c9608e62a8ee0a97a01bdac"></a>
uint32_t&#160;</td><td class="memItemRight" valign="bottom"><b>block_start</b> = 0</td></tr>
<tr class="memdesc:a5ff713152c9608e62a8ee0a97a01bdac"><td class="mdescLeft">&#160;</td><td class="mdescRight">The byte offset into the "data" or "slnt" Chunk to the start of the block containing the sample. The start of a block is defined as the first byte in uncompressed PCM wave data or the last byte in compressed wave data where decompression can begin to find the value of the corresponding sample value. <br /></td></tr>
<tr class="separator:a5ff713152c9608e62a8ee0a97a01bdac"><td class="memSeparator" colspan="2">&#160;</td></tr>
<tr class="memitem:ad38b61b681205faa6af40310b305758e" id="r_ad38b61b681205faa6af40310b305758e"><td class="memItemLeft" align="right" valign="top"><a id="ad38b61b681205faa6af40310b305758e" name="ad38b61b681205faa6af40310b305758e"></a>
uint32_t&#160;</td><td class="memItemRight" valign="bottom"><b>block_offset</b> = 0</td></tr>
<tr class="memdesc:ad38b61b681205faa6af40310b305758e"><td class="mdescLeft">&#160;</td><td class="mdescRight">An offset into the block (specified by Block Start) for the sample that corresponds to the cue point. In uncompressed PCM waveform data, this is simply the byte offset into the "data" chunk. In compressed waveform data, this value is equal to the number of samples (may or may not be bytes) from the Block Start to the sample that corresponds to the cue point. <br /></td></tr>
<tr class="separator:ad38b61b681205faa6af40310b305758e"><td class="memSeparator" colspan="2">&#160;</td></tr>
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<a name="details" id="details"></a><h2 class="groupheader">Detailed Description</h2>
<div class="textblock"><p>Cue point. </p>
</div><hr/>The documentation for this struct was generated from the following file:<ul>
<li>include/stdex/<a class="el" href="wav_8hpp_source.html">wav.hpp</a></li>
</ul>
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