PlayStation 2 only - FSOUND_USECORE0, FSOUND_USECORE1, FSOUND_LOADMEMORYIOP <BR>
---------<BR>
See flag descriptions for what these do.<BR>
<P>
<TABLE>
<TRVALIGN=top><TD><B>FSOUND_LOOP_OFF</B></TD>
<TD><I>0x00000001 /* For non looping samples. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_LOOP_NORMAL</B></TD>
<TD><I>0x00000002 /* For forward looping samples. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_LOOP_BIDI</B></TD>
<TD><I>0x00000004 /* For bidirectional looping samples. (no effect if in hardware). */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_8BITS</B></TD>
<TD><I>0x00000008 /* For 8 bit samples. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_16BITS</B></TD>
<TD><I>0x00000010 /* For 16 bit samples. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_MONO</B></TD>
<TD><I>0x00000020 /* For mono samples. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_STEREO</B></TD>
<TD><I>0x00000040 /* For stereo samples. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_UNSIGNED</B></TD>
<TD><I>0x00000080 /* For user created source data containing unsigned samples. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_SIGNED</B></TD>
<TD><I>0x00000100 /* For user created source data containing signed data. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_DELTA</B></TD>
<TD><I>0x00000200 /* For user created source data stored as delta values. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_IT214</B></TD>
<TD><I>0x00000400 /* For user created source data stored using IT214 compression. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_IT215</B></TD>
<TD><I>0x00000800 /* For user created source data stored using IT215 compression. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_HW3D</B></TD>
<TD><I>0x00001000 /* Attempts to make samples use 3d hardware acceleration. (if the card supports it) */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_2D</B></TD>
<TD><I>0x00002000 /* Tells software (not hardware) based sample not to be included in 3d processing. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_STREAMABLE</B></TD>
<TD><I>0x00004000 /* For a streamimg sound where you feed the data to it. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_LOADMEMORY</B></TD>
<TD><I>0x00008000 /* "name" will be interpreted as a pointer to data for streaming and samples. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_LOADRAW</B></TD>
<TD><I>0x00010000 /* Will ignore file format and treat as raw pcm. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_MPEGACCURATE</B></TD>
<TD><I>0x00020000 /* For FSOUND_Stream_Open - for accurate FSOUND_Stream_GetLengthMs/FSOUND_Stream_SetTime. WARNING, see FSOUND_Stream_Open for inital opening time performance issues. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_FORCEMONO</B></TD>
<TD><I>0x00040000 /* For forcing stereo streams and samples to be mono - needed if using FSOUND_HW3D and stereo data - incurs a small speed hit for streams */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_HW2D</B></TD>
<TD><I>0x00080000 /* 2D hardware sounds. allows hardware specific effects */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_ENABLEFX</B></TD>
<TD><I>0x00100000 /* Allows DX8 FX to be played back on a sound. Requires DirectX 8 - Note these sounds cannot be played more than once, be 8 bit, be less than a certain size, or have a changing frequency */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_MPEGHALFRATE</B></TD>
<TD><I>0x00200000 /* For FMODCE only - decodes mpeg streams using a lower quality decode, but faster execution */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_IMAADPCM</B></TD>
<TD><I>0x00400000 /* Contents are stored compressed as IMA ADPCM */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_VAG</B></TD>
<TD><I>0x00800000 /* For PS2 only - Contents are compressed as Sony VAG format */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_NONBLOCKING</B></TD>
<TD><I>0x01000000 /* For FSOUND_Stream_Open/FMUSIC_LoadSong - Causes stream or music to open in the background and not block the foreground app. See FSOUND_Stream_GetOpenState or FMUSIC_GetOpenState to determine when it IS ready. */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_GCADPCM</B></TD>
<TD><I>0x02000000 /* For Gamecube only - Contents are compressed as Gamecube DSP-ADPCM format */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_MULTICHANNEL</B></TD>
<TD><I>0x04000000 /* For PS2 and Gamecube only - Contents are interleaved into a multi-channel (more than stereo) format */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_USECORE0</B></TD>
<TD><I>0x08000000 /* For PS2 only - Sample/Stream is forced to use hardware voices 00-23 */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_USECORE1</B></TD>
<TD><I>0x10000000 /* For PS2 only - Sample/Stream is forced to use hardware voices 24-47 */
<TD><I>0x20000000 /* For PS2 only - "name" will be interpreted as a pointer to data for streaming and samples. The address provided will be an IOP address */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_IGNORETAGS</B></TD>
<TD><I>0x40000000 /* Skips id3v2 etc tag checks when opening a stream, to reduce seek/read overhead when opening files (helps with CD performance) */
</I></TD>
<TRVALIGN=top><TD><B>FSOUND_STREAM_NET</B></TD>
<TD><I>0x80000000 /* Specifies an internet stream */