<html> <head> <link rel="stylesheet" href="style.css" type="text/css"> <meta content="text/html; charset=iso-8859-1" http-equiv="Content-Type"> <link rel="Start" href="index.html"> <link title="Index of types" rel=Appendix href="index_types.html"> <link title="Index of exceptions" rel=Appendix href="index_exceptions.html"> <link title="Index of values" rel=Appendix href="index_values.html"> <link title="Index of class methods" rel=Appendix href="index_methods.html"> <link title="Index of classes" rel=Appendix href="index_classes.html"> <link title="Index of class types" rel=Appendix href="index_class_types.html"> <link title="Index of modules" rel=Appendix href="index_modules.html"> <link title="Index of module types" rel=Appendix href="index_module_types.html"> <link title="Audio" rel="Chapter" href="Audio.html"> <link title="Image" rel="Chapter" href="Image.html"> <link title="MIDI" rel="Chapter" href="MIDI.html"> <link title="Ringbuffer" rel="Chapter" href="Ringbuffer.html"> <link title="Synth" rel="Chapter" href="Synth.html"> <link title="Video" rel="Chapter" href="Video.html"><title>Index of values</title> </head> <body> <div class="navbar"> <a class="up" href="index.html" title="Index">Up</a> </div> <h1>Index of values</h1> <table> <tr><td align="left"><br>A</td></tr> <tr><td><a href="Audio.Note.html#VALa4">a4</a> [<a href="Audio.Note.html">Audio.Note</a>]</td> <td></td></tr> <tr><td><a href="MIDI.html#VALadd">add</a> [<a href="MIDI.html">MIDI</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALadd">add</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.html#VALadd">add</a> [<a href="Audio.Mono.html">Audio.Mono</a>]</td> <td><div class="info"> <code class="code">add b1 o1 b2 o2 len</code> adds <code class="code">len</code> samples of contents of <code class="code">b2</code> starting at <code class="code">o2</code> to <code class="code">b1</code> starting at <code class="code">o1</code>. </div> </td></tr> <tr><td><a href="Audio.html#VALadd">add</a> [<a href="Audio.html">Audio</a>]</td> <td></td></tr> <tr><td><a href="Audio.html#VALadd_coeff">add_coeff</a> [<a href="Audio.html">Audio</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Effect.html#VALaffine">affine</a> [<a href="Image.RGBA32.Effect.html">Image.RGBA32.Effect</a>]</td> <td><div class="info"> Apply an affine transformation to an image. </div> </td></tr> <tr><td><a href="Audio.html#VALamplify">amplify</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> Amplify a portion of the buffer by a given coefficient. </div> </td></tr> <tr><td><a href="Video.html#VALappend">append</a> [<a href="Video.html">Video</a>]</td> <td><div class="info"> Concatenate two buffers. </div> </td></tr> <tr><td><a href="Audio.Mono.html#VALappend">append</a> [<a href="Audio.Mono.html">Audio.Mono</a>]</td> <td></td></tr> <tr><td><a href="Audio.html#VALappend">append</a> [<a href="Audio.html">Audio</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Motion.Multi.html#VALarrows">arrows</a> [<a href="Image.RGBA32.Motion.Multi.html">Image.RGBA32.Motion.Multi</a>]</td> <td></td></tr> <tr><td><a href="Audio.Effect.html#VALauto_gain_control">auto_gain_control</a> [<a href="Audio.Effect.html">Audio.Effect</a>]</td> <td></td></tr> <tr><td align="left"><br>B</td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.html#VALband_freq">band_freq</a> [<a href="Audio.Mono.Analyze.FFT.html">Audio.Mono.Analyze.FFT</a>]</td> <td><div class="info"> Frequency associated to the <code class="code">k</code>-th coefficient of an FFT. </div> </td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.Window.html#VALbartlett_hann">bartlett_hann</a> [<a href="Audio.Mono.Analyze.FFT.Window.html">Audio.Mono.Analyze.FFT.Window</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.Window.html#VALblackman">blackman</a> [<a href="Audio.Mono.Analyze.FFT.Window.html">Audio.Mono.Analyze.FFT.Window</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.Window.html#VALblackman_harris">blackman_harris</a> [<a href="Audio.Mono.Analyze.FFT.Window.html">Audio.Mono.Analyze.FFT.Window</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.Window.html#VALblackman_nuttall">blackman_nuttall</a> [<a href="Audio.Mono.Analyze.FFT.Window.html">Audio.Mono.Analyze.FFT.Window</a>]</td> <td></td></tr> <tr><td><a href="Video.html#VALblank">blank</a> [<a href="Video.html">Video</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALblank_all">blank_all</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.YUV420.html#VALblank_all">blank_all</a> [<a href="Image.YUV420.html">Image.YUV420</a>]</td> <td><div class="info"> Clear an image (sets it to black). </div> </td></tr> <tr><td><a href="Video.html#VALblit">blit</a> [<a href="Video.html">Video</a>]</td> <td></td></tr> <tr><td><a href="Ringbuffer.Elt.html#VALblit">blit</a> [<a href="Ringbuffer.Elt.html">Ringbuffer.Elt</a>]</td> <td><div class="info"> Blitting function. </div> </td></tr> <tr><td><a href="MIDI.html#VALblit">blit</a> [<a href="MIDI.html">MIDI</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALblit">blit</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.html#VALblit">blit</a> [<a href="Audio.Mono.html">Audio.Mono</a>]</td> <td></td></tr> <tr><td><a href="Audio.html#VALblit">blit</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> Same as <code class="code">Array.blit</code> for audio data. </div> </td></tr> <tr><td><a href="MIDI.html#VALblit_all">blit_all</a> [<a href="MIDI.html">MIDI</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALblit_all">blit_all</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td><div class="info"> <code class="code">blit_all src dst</code> copies all the contents of <code class="code">src</code> into <code class="code">dst</code>. </div> </td></tr> <tr><td><a href="Image.RGBA32.Effect.Alpha.html#VALblur">blur</a> [<a href="Image.RGBA32.Effect.Alpha.html">Image.RGBA32.Effect.Alpha</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Effect.html#VALbox_blur">box_blur</a> [<a href="Image.RGBA32.Effect.html">Image.RGBA32.Effect</a>]</td> <td></td></tr> <tr><td align="left"><br>C</td></tr> <tr><td><a href="Audio.Note.html#VALc0">c0</a> [<a href="Audio.Note.html">Audio.Note</a>]</td> <td></td></tr> <tr><td><a href="Audio.Note.html#VALc5">c5</a> [<a href="Audio.Note.html">Audio.Note</a>]</td> <td></td></tr> <tr><td><a href="MIDI.Multitrack.html#VALchannels">channels</a> [<a href="MIDI.Multitrack.html">MIDI.Multitrack</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer_ext.html#VALchannels">channels</a> [<a href="Audio.Ringbuffer_ext.html">Audio.Ringbuffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer.html#VALchannels">channels</a> [<a href="Audio.Ringbuffer.html">Audio.Ringbuffer</a>]</td> <td></td></tr> <tr><td><a href="Audio.html#VALchannels">channels</a> [<a href="Audio.html">Audio</a>]</td> <td></td></tr> <tr><td><a href="MIDI.Multitrack.html#VALclear">clear</a> [<a href="MIDI.Multitrack.html">MIDI.Multitrack</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.html#VALclear">clear</a> [<a href="Audio.Mono.html">Audio.Mono</a>]</td> <td><div class="info"> Clear a portion of a buffer (fill it with zeroes). </div> </td></tr> <tr><td><a href="Audio.html#VALclear">clear</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> Clear the buffer (sets all the samples to zero). </div> </td></tr> <tr><td><a href="MIDI.html#VALclear_all">clear_all</a> [<a href="MIDI.html">MIDI</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.html#VALclip">clip</a> [<a href="Audio.Mono.html">Audio.Mono</a>]</td> <td></td></tr> <tr><td><a href="Audio.Sample.html#VALclip">clip</a> [<a href="Audio.Sample.html">Audio.Sample</a>]</td> <td><div class="info"> Clip a sample (ie ensure that it is between <code class="code">-1.</code> and <code class="code">1.</code>. </div> </td></tr> <tr><td><a href="Audio.html#VALclip">clip</a> [<a href="Audio.html">Audio</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Effect.html#VALcompand_mu_law">compand_mu_law</a> [<a href="Audio.Mono.Effect.html">Audio.Mono.Effect</a>]</td> <td><div class="info"> A compander following the mu-law (see http://en.wikipedia.org/wiki/Mu-law). </div> </td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.html#VALcomplex_create">complex_create</a> [<a href="Audio.Mono.Analyze.FFT.html">Audio.Mono.Analyze.FFT</a>]</td> <td><div class="info"> <code class="code">complex_create buf ofs len</code> create a array of complex numbers of size <code class="code">len</code> by copying data from <code class="code">buf</code> from ofset <code class="code">ofs</code> (the imaginary part is null). </div> </td></tr> <tr><td><a href="Image.RGBA32.Motion.Multi.html#VALcompute">compute</a> [<a href="Image.RGBA32.Motion.Multi.html">Image.RGBA32.Motion.Multi</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Motion.html#VALcompute">compute</a> [<a href="Image.RGBA32.Motion.html">Image.RGBA32.Motion</a>]</td> <td></td></tr> <tr><td><a href="Image.Generic.html#VALconvert">convert</a> [<a href="Image.Generic.html">Image.Generic</a>]</td> <td><div class="info"> Convert a generic image from a format to another. </div> </td></tr> <tr><td><a href="Video.html#VALcopy">copy</a> [<a href="Video.html">Video</a>]</td> <td><div class="info"> Create a fresh copy of a buffer. </div> </td></tr> <tr><td><a href="MIDI.html#VALcopy">copy</a> [<a href="MIDI.html">MIDI</a>]</td> <td><div class="info"> Create a copy of a MIDI buffer. </div> </td></tr> <tr><td><a href="Image.RGBA32.html#VALcopy">copy</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.html#VALcopy">copy</a> [<a href="Audio.Mono.html">Audio.Mono</a>]</td> <td></td></tr> <tr><td><a href="Audio.html#VALcopy">copy</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> Copy the given buffer. </div> </td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.Window.html#VALcosine">cosine</a> [<a href="Audio.Mono.Analyze.FFT.Window.html">Audio.Mono.Analyze.FFT.Window</a>]</td> <td></td></tr> <tr><td><a href="Video.html#VALcreate">create</a> [<a href="Video.html">Video</a>]</td> <td><div class="info"> Create a buffer with a given number of frames. </div> </td></tr> <tr><td><a href="Ringbuffer.Elt.html#VALcreate">create</a> [<a href="Ringbuffer.Elt.html">Ringbuffer.Elt</a>]</td> <td><div class="info"> Generate an element. </div> </td></tr> <tr><td><a href="MIDI.Multitrack.html#VALcreate">create</a> [<a href="MIDI.Multitrack.html">MIDI.Multitrack</a>]</td> <td><div class="info"> Create a multitrack MIDI buffer with given number of channels and length in samples. </div> </td></tr> <tr><td><a href="MIDI.html#VALcreate">create</a> [<a href="MIDI.html">MIDI</a>]</td> <td><div class="info"> Create a MIDI buffer of given length in samples. </div> </td></tr> <tr><td><a href="Image.RGBA32.Scale.html#VALcreate">create</a> [<a href="Image.RGBA32.Scale.html">Image.RGBA32.Scale</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALcreate">create</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.YUV420.html#VALcreate">create</a> [<a href="Image.YUV420.html">Image.YUV420</a>]</td> <td><div class="info"> Create an image of given width and height. </div> </td></tr> <tr><td><a href="Audio.Ringbuffer_ext.html#VALcreate">create</a> [<a href="Audio.Ringbuffer_ext.html">Audio.Ringbuffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer.html#VALcreate">create</a> [<a href="Audio.Ringbuffer.html">Audio.Ringbuffer</a>]</td> <td><div class="info"> Create a ringbuffer of given number of channels and size (in samples). </div> </td></tr> <tr><td><a href="Audio.Buffer_ext.html#VALcreate">create</a> [<a href="Audio.Buffer_ext.html">Audio.Buffer_ext</a>]</td> <td><div class="info"> Create an extensible buffer of given channels and initial size in samples. </div> </td></tr> <tr><td><a href="Audio.Mono.Buffer_ext.html#VALcreate">create</a> [<a href="Audio.Mono.Buffer_ext.html">Audio.Mono.Buffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Ringbuffer.R.html#VALcreate">create</a> [<a href="Ringbuffer.R.html">Ringbuffer.R</a>]</td> <td><div class="info"> Create a ringbuffer of given size. </div> </td></tr> <tr><td><a href="Audio.Mono.html#VALcreate">create</a> [<a href="Audio.Mono.html">Audio.Mono</a>]</td> <td></td></tr> <tr><td><a href="Audio.Note.html#VALcreate">create</a> [<a href="Audio.Note.html">Audio.Note</a>]</td> <td></td></tr> <tr><td><a href="Audio.html#VALcreate">create</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> <code class="code">create chans len</code> creates a buffer with <code class="code">chans</code> channels and <code class="code">len</code> samples as duration. </div> </td></tr> <tr><td><a href="Audio.html#VALcreate_same">create_same</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> Create a buffer with the same number of channels and duration as the given buffer. </div> </td></tr> <tr><td align="left"><br>D</td></tr> <tr><td><a href="Audio.html#VALdB_of_lin">dB_of_lin</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> Convert linear coefficient to decibels. </div> </td></tr> <tr><td><a href="MIDI.html#VALdata">data</a> [<a href="MIDI.html">MIDI</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALdata">data</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.BGRA.html#VALdata">data</a> [<a href="Image.BGRA.html">Image.BGRA</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Effect.ADSR.html#VALdead">dead</a> [<a href="Audio.Mono.Effect.ADSR.html">Audio.Mono.Effect.ADSR</a>]</td> <td></td></tr> <tr><td><a href="Audio.Effect.html#VALdelay">delay</a> [<a href="Audio.Effect.html">Audio.Effect</a>]</td> <td><div class="info"> <code class="code">delay chans samplerate d once feedback</code> creates a delay operator for buffer with <code class="code">chans</code> channels at <code class="code">samplerate</code> samplerate with <code class="code">d</code> as delay in seconds and <code class="code">feedback</code> as feedback. </div> </td></tr> <tr><td><a href="Image.RGBA32.html#VALdimensions">dimensions</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Effect.Alpha.html#VALdisk">disk</a> [<a href="Image.RGBA32.Effect.Alpha.html">Image.RGBA32.Effect.Alpha</a>]</td> <td></td></tr> <tr><td><a href="MIDI.Multitrack.html#VALduration">duration</a> [<a href="MIDI.Multitrack.html">MIDI.Multitrack</a>]</td> <td></td></tr> <tr><td><a href="Audio.Buffer_ext.html#VALduration">duration</a> [<a href="Audio.Buffer_ext.html">Audio.Buffer_ext</a>]</td> <td><div class="info"> Current duration (in samples) of the buffer. </div> </td></tr> <tr><td><a href="Audio.S16LE.html#VALduration">duration</a> [<a href="Audio.S16LE.html">Audio.S16LE</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.html#VALduration">duration</a> [<a href="Audio.Mono.Analyze.FFT.html">Audio.Mono.Analyze.FFT</a>]</td> <td><div class="info"> Duration of the FFT buffer analysis in samples. </div> </td></tr> <tr><td><a href="Audio.Mono.Buffer_ext.html#VALduration">duration</a> [<a href="Audio.Mono.Buffer_ext.html">Audio.Mono.Buffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.html#VALduration">duration</a> [<a href="Audio.Mono.html">Audio.Mono</a>]</td> <td></td></tr> <tr><td><a href="Audio.html#VALduration">duration</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> Duration of a buffer in samples. </div> </td></tr> <tr><td align="left"><br>F</td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.html#VALfft">fft</a> [<a href="Audio.Mono.Analyze.FFT.html">Audio.Mono.Analyze.FFT</a>]</td> <td><div class="info"> Perform an FFT analysis. </div> </td></tr> <tr><td><a href="Image.RGBA32.html#VALfill_all">fill_all</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Audio.Note.html#VALfreq">freq</a> [<a href="Audio.Note.html">Audio.Note</a>]</td> <td></td></tr> <tr><td align="left"><br>G</td></tr> <tr><td><a href="Image.RGBA32.html#VALget_pixel">get_pixel</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Effect.html#VALgreyscale">greyscale</a> [<a href="Image.RGBA32.Effect.html">Image.RGBA32.Effect</a>]</td> <td><div class="info"> Convert to greyscale. </div> </td></tr> <tr><td align="left"><br>H</td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.Window.html#VALhamming">hamming</a> [<a href="Audio.Mono.Analyze.FFT.Window.html">Audio.Mono.Analyze.FFT.Window</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.Window.html#VALhann">hann</a> [<a href="Audio.Mono.Analyze.FFT.Window.html">Audio.Mono.Analyze.FFT.Window</a>]</td> <td></td></tr> <tr><td><a href="Image.Generic.html#VALheight">height</a> [<a href="Image.Generic.html">Image.Generic</a>]</td> <td><div class="info"> Height of an image. </div> </td></tr> <tr><td><a href="Image.RGBA32.html#VALheight">height</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.YUV420.html#VALheight">height</a> [<a href="Image.YUV420.html">Image.YUV420</a>]</td> <td><div class="info"> Height of an image. </div> </td></tr> <tr><td align="left"><br>I</td></tr> <tr><td><a href="Audio.Mono.Effect.ADSR.html#VALinit">init</a> [<a href="Audio.Mono.Effect.ADSR.html">Audio.Mono.Effect.ADSR</a>]</td> <td><div class="info"> Initial state for processing. </div> </td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.html#VALinit">init</a> [<a href="Audio.Mono.Analyze.FFT.html">Audio.Mono.Analyze.FFT</a>]</td> <td><div class="info"> Initialize FFT for an analysis of <code class="code">2^n</code> samples. </div> </td></tr> <tr><td><a href="MIDI.html#VALinsert">insert</a> [<a href="MIDI.html">MIDI</a>]</td> <td></td></tr> <tr><td><a href="Image.YUV420.html#VALinternal">internal</a> [<a href="Image.YUV420.html">Image.YUV420</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Effect.html#VALinvert">invert</a> [<a href="Image.RGBA32.Effect.html">Image.RGBA32.Effect</a>]</td> <td><div class="info"> Invert colors. </div> </td></tr> <tr><td><a href="Video.html#VALiter_all">iter_all</a> [<a href="Video.html">Video</a>]</td> <td></td></tr> <tr><td align="left"><br>L</td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.Window.html#VALlanczos">lanczos</a> [<a href="Audio.Mono.Analyze.FFT.Window.html">Audio.Mono.Analyze.FFT.Window</a>]</td> <td></td></tr> <tr><td><a href="Audio.S16LE.html#VALlength">length</a> [<a href="Audio.S16LE.html">Audio.S16LE</a>]</td> <td></td></tr> <tr><td><a href="Audio.html#VALlin_of_dB">lin_of_dB</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> Convert decibels to linear coefficient. </div> </td></tr> <tr><td><a href="Image.RGBA32.Draw.html#VALline">line</a> [<a href="Image.RGBA32.Draw.html">Image.RGBA32.Draw</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Effect.html#VALlomo">lomo</a> [<a href="Image.RGBA32.Effect.html">Image.RGBA32.Effect</a>]</td> <td><div class="info"> Lomo effect on colors (see http://en.wikipedia.org/wiki/Lomo_effect ). </div> </td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.html#VALloudest_note">loudest_note</a> [<a href="Audio.Mono.Analyze.FFT.html">Audio.Mono.Analyze.FFT</a>]</td> <td></td></tr> <tr><td align="left"><br>M</td></tr> <tr><td><a href="Video.html#VALmake">make</a> [<a href="Video.html">Video</a>]</td> <td><div class="info"> Create a buffer with a given number of frames of given size. </div> </td></tr> <tr><td><a href="Image.RGBA32.html#VALmake">make</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.YUV420.html#VALmake">make</a> [<a href="Image.YUV420.html">Image.YUV420</a>]</td> <td></td></tr> <tr><td><a href="Audio.S16LE.html#VALmake">make</a> [<a href="Audio.S16LE.html">Audio.S16LE</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Effect.ADSR.html#VALmake">make</a> [<a href="Audio.Mono.Effect.ADSR.html">Audio.Mono.Effect.ADSR</a>]</td> <td><div class="info"> Create an envelope with specified Attack/Decay/Sustain/Release times in seconds (excepting sustain which is an amplification coefficient between <code class="code">0.</code> and <code class="code">1.</code>). </div> </td></tr> <tr><td><a href="Image.Generic.html#VALmake_rgb">make_rgb</a> [<a href="Image.Generic.html">Image.Generic</a>]</td> <td><div class="info"> Create a new image of RGB format. </div> </td></tr> <tr><td><a href="Video.html#VALmap_all">map_all</a> [<a href="Video.html">Video</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Effect.html#VALmask">mask</a> [<a href="Image.RGBA32.Effect.html">Image.RGBA32.Effect</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Motion.Multi.html#VALmean">mean</a> [<a href="Image.RGBA32.Motion.Multi.html">Image.RGBA32.Motion.Multi</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Motion.Multi.html#VALmedian_denoise">median_denoise</a> [<a href="Image.RGBA32.Motion.Multi.html">Image.RGBA32.Motion.Multi</a>]</td> <td></td></tr> <tr><td><a href="MIDI.html#VALmerge">merge</a> [<a href="MIDI.html">MIDI</a>]</td> <td><div class="info"> <code class="code">merge b1 b2</code> merges the buffer <code class="code">b2</code> into <code class="code">b1</code>. </div> </td></tr> <tr><td><a href="Audio.Note.html#VALmodulo">modulo</a> [<a href="Audio.Note.html">Audio.Note</a>]</td> <td><div class="info"> Returns note number and octave. </div> </td></tr> <tr><td><a href="Audio.Mono.html#VALmult">mult</a> [<a href="Audio.Mono.html">Audio.Mono</a>]</td> <td></td></tr> <tr><td align="left"><br>N</td></tr> <tr><td><a href="Audio.Note.html#VALname">name</a> [<a href="Audio.Note.html">Audio.Note</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.html#VALnotes">notes</a> [<a href="Audio.Mono.Analyze.FFT.html">Audio.Mono.Analyze.FFT</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.Window.html#VALnuttall">nuttall</a> [<a href="Audio.Mono.Analyze.FFT.Window.html">Audio.Mono.Analyze.FFT.Window</a>]</td> <td></td></tr> <tr><td align="left"><br>O</td></tr> <tr><td><a href="Audio.Note.html#VALoctave">octave</a> [<a href="Audio.Note.html">Audio.Note</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALof_BGRA">of_BGRA</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALof_PPM">of_PPM</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALof_RGB24_string">of_RGB24_string</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.Generic.html#VALof_RGBA32">of_RGBA32</a> [<a href="Image.Generic.html">Image.Generic</a>]</td> <td><div class="info"> Create a generic image from an RGBA32 image. </div> </td></tr> <tr><td><a href="Image.Generic.html#VALof_YUV420">of_YUV420</a> [<a href="Image.Generic.html">Image.Generic</a>]</td> <td><div class="info"> Create a generic image from a YUV420 image. </div> </td></tr> <tr><td><a href="Image.RGBA32.html#VALof_YUV420">of_YUV420</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Audio.S16LE.html#VALof_audio">of_audio</a> [<a href="Audio.S16LE.html">Audio.S16LE</a>]</td> <td></td></tr> <tr><td><a href="Audio.U8.html#VALof_audio">of_audio</a> [<a href="Audio.U8.html">Audio.U8</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Effect.Alpha.html#VALof_color">of_color</a> [<a href="Image.RGBA32.Effect.Alpha.html">Image.RGBA32.Effect.Alpha</a>]</td> <td></td></tr> <tr><td><a href="Audio.Note.html#VALof_freq">of_freq</a> [<a href="Audio.Note.html">Audio.Note</a>]</td> <td></td></tr> <tr><td><a href="Image.RGB8.Color.html#VALof_int">of_int</a> [<a href="Image.RGB8.Color.html">Image.RGB8.Color</a>]</td> <td><div class="info"> Decode a color stored as RGB. </div> </td></tr> <tr><td><a href="Audio.html#VALof_mono">of_mono</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> Convert a mono buffer into a buffer. </div> </td></tr> <tr><td><a href="Audio.Note.html#VALof_string">of_string</a> [<a href="Audio.Note.html">Audio.Note</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Scale.html#VALonto">onto</a> [<a href="Image.RGBA32.Scale.html">Image.RGBA32.Scale</a>]</td> <td></td></tr> <tr><td align="left"><br>P</td></tr> <tr><td><a href="Audio.html#VALpan">pan</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> Pan a stereo buffer from left to right (the buffer should have exactly two channels!). </div> </td></tr> <tr><td><a href="Audio.Ringbuffer_ext.html#VALpeek">peek</a> [<a href="Audio.Ringbuffer_ext.html">Audio.Ringbuffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer.html#VALpeek">peek</a> [<a href="Audio.Ringbuffer.html">Audio.Ringbuffer</a>]</td> <td></td></tr> <tr><td><a href="Ringbuffer.R.html#VALpeek">peek</a> [<a href="Ringbuffer.R.html">Ringbuffer.R</a>]</td> <td><div class="info"> Same as <code class="code">read</code> but does not advance the read pointer. </div> </td></tr> <tr><td><a href="Image.Generic.html#VALpixel_format">pixel_format</a> [<a href="Image.Generic.html">Image.Generic</a>]</td> <td><div class="info"> Pixel format of an image. </div> </td></tr> <tr><td><a href="Audio.Buffer_ext.html#VALprepare">prepare</a> [<a href="Audio.Buffer_ext.html">Audio.Buffer_ext</a>]</td> <td><div class="info"> Make sure that the buffer can hold at least a given number of samples. </div> </td></tr> <tr><td><a href="Audio.Mono.Buffer_ext.html#VALprepare">prepare</a> [<a href="Audio.Mono.Buffer_ext.html">Audio.Mono.Buffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Effect.ADSR.html#VALprocess">process</a> [<a href="Audio.Mono.Effect.ADSR.html">Audio.Mono.Effect.ADSR</a>]</td> <td></td></tr> <tr><td align="left"><br>R</td></tr> <tr><td><a href="Video.html#VALrandomize">randomize</a> [<a href="Video.html">Video</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALrandomize_all">randomize_all</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer_ext.html#VALread">read</a> [<a href="Audio.Ringbuffer_ext.html">Audio.Ringbuffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer.html#VALread">read</a> [<a href="Audio.Ringbuffer.html">Audio.Ringbuffer</a>]</td> <td></td></tr> <tr><td><a href="Ringbuffer.R.html#VALread">read</a> [<a href="Ringbuffer.R.html">Ringbuffer.R</a>]</td> <td><div class="info"> Read data. </div> </td></tr> <tr><td><a href="Audio.Ringbuffer_ext.html#VALread_advance">read_advance</a> [<a href="Audio.Ringbuffer_ext.html">Audio.Ringbuffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer.html#VALread_advance">read_advance</a> [<a href="Audio.Ringbuffer.html">Audio.Ringbuffer</a>]</td> <td></td></tr> <tr><td><a href="Ringbuffer.R.html#VALread_advance">read_advance</a> [<a href="Ringbuffer.R.html">Ringbuffer.R</a>]</td> <td><div class="info"> Drop data. </div> </td></tr> <tr><td><a href="Audio.Ringbuffer_ext.html#VALread_space">read_space</a> [<a href="Audio.Ringbuffer_ext.html">Audio.Ringbuffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer.html#VALread_space">read_space</a> [<a href="Audio.Ringbuffer.html">Audio.Ringbuffer</a>]</td> <td></td></tr> <tr><td><a href="Ringbuffer.R.html#VALread_space">read_space</a> [<a href="Ringbuffer.R.html">Ringbuffer.R</a>]</td> <td><div class="info"> Size of data available for reading. </div> </td></tr> <tr><td><a href="Audio.Mono.Effect.ADSR.html#VALrelease">release</a> [<a href="Audio.Mono.Effect.ADSR.html">Audio.Mono.Effect.ADSR</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.html#VALresample">resample</a> [<a href="Audio.Mono.html">Audio.Mono</a>]</td> <td></td></tr> <tr><td><a href="Audio.html#VALresample">resample</a> [<a href="Audio.html">Audio</a>]</td> <td></td></tr> <tr><td><a href="Image.Generic.html#VALrgb_data">rgb_data</a> [<a href="Image.Generic.html">Image.Generic</a>]</td> <td><div class="info"> Data and stride of an RGB image. </div> </td></tr> <tr><td><a href="Audio.Analyze.html#VALrms">rms</a> [<a href="Audio.Analyze.html">Audio.Analyze</a>]</td> <td></td></tr> <tr><td><a href="Audio.Mono.Analyze.html#VALrms">rms</a> [<a href="Audio.Mono.Analyze.html">Audio.Mono.Analyze</a>]</td> <td><div class="info"> Compute the RMS power of a portion of a buffer. </div> </td></tr> <tr><td><a href="Image.RGBA32.Effect.html#VALrotate">rotate</a> [<a href="Image.RGBA32.Effect.html">Image.RGBA32.Effect</a>]</td> <td><div class="info"> Rotate image by a given angle (in radians). </div> </td></tr> <tr><td align="left"><br>S</td></tr> <tr><td><a href="Audio.html#VALsamples_of_seconds">samples_of_seconds</a> [<a href="Audio.html">Audio</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Effect.Alpha.html#VALscale">scale</a> [<a href="Image.RGBA32.Effect.Alpha.html">Image.RGBA32.Effect.Alpha</a>]</td> <td><div class="info"> Scale alpha channel with a given coefficient. </div> </td></tr> <tr><td><a href="Audio.html#VALseconds_of_samples">seconds_of_samples</a> [<a href="Audio.html">Audio</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Effect.html#VALsepia">sepia</a> [<a href="Image.RGBA32.Effect.html">Image.RGBA32.Effect</a>]</td> <td><div class="info"> Convert to sepia colors. </div> </td></tr> <tr><td><a href="Image.RGBA32.html#VALset_pixel">set_pixel</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Video.html#VALsize">size</a> [<a href="Video.html">Video</a>]</td> <td><div class="info"> Size of the buffer in frames. </div> </td></tr> <tr><td><a href="Image.RGBA32.html#VALstride">stride</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.Generic.Pixel.html#VALstring_of_format">string_of_format</a> [<a href="Image.Generic.Pixel.html">Image.Generic.Pixel</a>]</td> <td><div class="info"> String representation of the format of a pixel. </div> </td></tr> <tr><td><a href="Image.RGBA32.html#VALswap_rb">swap_rb</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td><div class="info"> Swap red and blue channels. </div> </td></tr> <tr><td align="left"><br>T</td></tr> <tr><td><a href="Image.RGBA32.html#VALto_BGRA">to_BGRA</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALto_BMP">to_BMP</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.html#VALto_RGB24_string">to_RGB24_string</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Audio.S16LE.html#VALto_audio">to_audio</a> [<a href="Audio.S16LE.html">Audio.S16LE</a>]</td> <td></td></tr> <tr><td><a href="Audio.U8.html#VALto_audio">to_audio</a> [<a href="Audio.U8.html">Audio.U8</a>]</td> <td></td></tr> <tr><td><a href="Video.FPS.html#VALto_frac">to_frac</a> [<a href="Video.FPS.html">Video.FPS</a>]</td> <td><div class="info"> Convert a frame rate to a fraction. </div> </td></tr> <tr><td><a href="Image.RGBA32.html#VALto_int_image">to_int_image</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Audio.html#VALto_mono">to_mono</a> [<a href="Audio.html">Audio</a>]</td> <td><div class="info"> Convert a buffer to a mono buffer by computing the mean of all channels. </div> </td></tr> <tr><td><a href="Audio.Note.html#VALto_string">to_string</a> [<a href="Audio.Note.html">Audio.Note</a>]</td> <td></td></tr> <tr><td><a href="Image.RGBA32.Effect.html#VALtranslate">translate</a> [<a href="Image.RGBA32.Effect.html">Image.RGBA32.Effect</a>]</td> <td><div class="info"> Translate image. </div> </td></tr> <tr><td><a href="Audio.Ringbuffer_ext.html#VALtransmit">transmit</a> [<a href="Audio.Ringbuffer_ext.html">Audio.Ringbuffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer.html#VALtransmit">transmit</a> [<a href="Audio.Ringbuffer.html">Audio.Ringbuffer</a>]</td> <td></td></tr> <tr><td><a href="Ringbuffer.R.html#VALtransmit">transmit</a> [<a href="Ringbuffer.R.html">Ringbuffer.R</a>]</td> <td><div class="info"> Read all the data in the ringbuffer. </div> </td></tr> <tr><td><a href="Audio.Mono.Analyze.FFT.Window.html#VALtriangular">triangular</a> [<a href="Audio.Mono.Analyze.FFT.Window.html">Audio.Mono.Analyze.FFT.Window</a>]</td> <td></td></tr> <tr><td align="left"><br>W</td></tr> <tr><td><a href="Audio.Generator.html#VALwhite_noise">white_noise</a> [<a href="Audio.Generator.html">Audio.Generator</a>]</td> <td></td></tr> <tr><td><a href="Image.Generic.html#VALwidth">width</a> [<a href="Image.Generic.html">Image.Generic</a>]</td> <td><div class="info"> Width of an image. </div> </td></tr> <tr><td><a href="Image.RGBA32.html#VALwidth">width</a> [<a href="Image.RGBA32.html">Image.RGBA32</a>]</td> <td></td></tr> <tr><td><a href="Image.YUV420.html#VALwidth">width</a> [<a href="Image.YUV420.html">Image.YUV420</a>]</td> <td><div class="info"> Width of an image. </div> </td></tr> <tr><td><a href="Audio.Ringbuffer_ext.html#VALwrite">write</a> [<a href="Audio.Ringbuffer_ext.html">Audio.Ringbuffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer.html#VALwrite">write</a> [<a href="Audio.Ringbuffer.html">Audio.Ringbuffer</a>]</td> <td></td></tr> <tr><td><a href="Ringbuffer.R.html#VALwrite">write</a> [<a href="Ringbuffer.R.html">Ringbuffer.R</a>]</td> <td><div class="info"> Write data. </div> </td></tr> <tr><td><a href="Audio.Ringbuffer_ext.html#VALwrite_advance">write_advance</a> [<a href="Audio.Ringbuffer_ext.html">Audio.Ringbuffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer.html#VALwrite_advance">write_advance</a> [<a href="Audio.Ringbuffer.html">Audio.Ringbuffer</a>]</td> <td></td></tr> <tr><td><a href="Ringbuffer.R.html#VALwrite_advance">write_advance</a> [<a href="Ringbuffer.R.html">Ringbuffer.R</a>]</td> <td><div class="info"> Advance the write pointer. </div> </td></tr> <tr><td><a href="Audio.Ringbuffer_ext.html#VALwrite_space">write_space</a> [<a href="Audio.Ringbuffer_ext.html">Audio.Ringbuffer_ext</a>]</td> <td></td></tr> <tr><td><a href="Audio.Ringbuffer.html#VALwrite_space">write_space</a> [<a href="Audio.Ringbuffer.html">Audio.Ringbuffer</a>]</td> <td></td></tr> <tr><td><a href="Ringbuffer.R.html#VALwrite_space">write_space</a> [<a href="Ringbuffer.R.html">Ringbuffer.R</a>]</td> <td><div class="info"> Size of space available for writing. </div> </td></tr> <tr><td align="left"><br>Y</td></tr> <tr><td><a href="Image.Generic.html#VALyuv_data">yuv_data</a> [<a href="Image.Generic.html">Image.Generic</a>]</td> <td><div class="info"> Data of a YUV image. </div> </td></tr> </table> </body> </html>