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fmoraw 2014-12-16 14:36:27 +01:00
parent 48abae3be3
commit de27a8149c
1852 changed files with 716545 additions and 363201 deletions

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<A HREF="FSOUND_REVERB_CHANNELPROPERTIES.html#" TARGET="ENTRY_FRAME">FSOUND_REVERB_CHANNELPROPERTIES</A><BR>
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<A HREF="FSOUND_3D_GetAttributes.html#" TARGET="ENTRY_FRAME">FSOUND_3D_GetAttributes</A><BR>
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<A HREF="FSOUND_3D_SetAttributes.html#" TARGET="ENTRY_FRAME">FSOUND_3D_SetAttributes</A><BR>
<A HREF="FSOUND_3D_SetDistanceFactor.html#" TARGET="ENTRY_FRAME">FSOUND_3D_SetDistanceFactor</A><BR>
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<A HREF="FSOUND_CD_GetPaused.html#" TARGET="ENTRY_FRAME">FSOUND_CD_GetPaused</A><BR>
<A HREF="FSOUND_CD_GetTrack.html#" TARGET="ENTRY_FRAME">FSOUND_CD_GetTrack</A><BR>
<A HREF="FSOUND_CD_GetTrackLength.html#" TARGET="ENTRY_FRAME">FSOUND_CD_GetTrackLength</A><BR>
<A HREF="FSOUND_CD_GetTrackTime.html#" TARGET="ENTRY_FRAME">FSOUND_CD_GetTrackTime</A><BR>
<A HREF="FSOUND_CD_GetVolume.html#" TARGET="ENTRY_FRAME">FSOUND_CD_GetVolume</A><BR>
<A HREF="FSOUND_CD_OpenTray.html#" TARGET="ENTRY_FRAME">FSOUND_CD_OpenTray</A><BR>
<A HREF="FSOUND_CD_Play.html#" TARGET="ENTRY_FRAME">FSOUND_CD_Play</A><BR>
<A HREF="FSOUND_CD_SetPaused.html#" TARGET="ENTRY_FRAME">FSOUND_CD_SetPaused</A><BR>
<A HREF="FSOUND_CD_SetPlayMode.html#" TARGET="ENTRY_FRAME">FSOUND_CD_SetPlayMode</A><BR>
<A HREF="FSOUND_CD_SetTrackTime.html#" TARGET="ENTRY_FRAME">FSOUND_CD_SetTrackTime</A><BR>
<A HREF="FSOUND_CD_SetVolume.html#" TARGET="ENTRY_FRAME">FSOUND_CD_SetVolume</A><BR>
<A HREF="FSOUND_CD_Stop.html#" TARGET="ENTRY_FRAME">FSOUND_CD_Stop</A><BR>
<A HREF="FSOUND_Close.html#" TARGET="ENTRY_FRAME">FSOUND_Close</A><BR>
<A HREF="FSOUND_CLOSECALLBACK.html#" TARGET="ENTRY_FRAME">FSOUND_CLOSECALLBACK</A><BR>
<A HREF="FSOUND_DSP_ClearMixBuffer.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_ClearMixBuffer</A><BR>
<A HREF="FSOUND_DSP_Create.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_Create</A><BR>
<A HREF="FSOUND_DSP_Free.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_Free</A><BR>
<A HREF="FSOUND_DSP_GetActive.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_GetActive</A><BR>
<A HREF="FSOUND_DSP_GetBufferLength.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_GetBufferLength</A><BR>
<A HREF="FSOUND_DSP_GetBufferLengthTotal.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_GetBufferLengthTotal</A><BR>
<A HREF="FSOUND_DSP_GetClearUnit.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_GetClearUnit</A><BR>
<A HREF="FSOUND_DSP_GetClipAndCopyUnit.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_GetClipAndCopyUnit</A><BR>
<A HREF="FSOUND_DSP_GetFFTUnit.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_GetFFTUnit</A><BR>
<A HREF="FSOUND_DSP_GetMusicUnit.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_GetMusicUnit</A><BR>
<A HREF="FSOUND_DSP_GetPriority.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_GetPriority</A><BR>
<A HREF="FSOUND_DSP_GetSFXUnit.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_GetSFXUnit</A><BR>
<A HREF="FSOUND_DSP_GetSpectrum.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_GetSpectrum</A><BR>
<A HREF="FSOUND_DSP_MixBuffers.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_MixBuffers</A><BR>
<A HREF="FSOUND_DSP_SetActive.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_SetActive</A><BR>
<A HREF="FSOUND_DSP_SetPriority.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_SetPriority</A><BR>
<A HREF="FSOUND_DSPCALLBACK.html#" TARGET="ENTRY_FRAME">FSOUND_DSPCALLBACK</A><BR>
<A HREF="FSOUND_File_SetCallbacks.html#" TARGET="ENTRY_FRAME">FSOUND_File_SetCallbacks</A><BR>
<A HREF="FSOUND_FREECALLBACK.html#" TARGET="ENTRY_FRAME">FSOUND_FREECALLBACK</A><BR>
<A HREF="FSOUND_FX_Disable.html#" TARGET="ENTRY_FRAME">FSOUND_FX_Disable</A><BR>
<A HREF="FSOUND_FX_Enable.html#" TARGET="ENTRY_FRAME">FSOUND_FX_Enable</A><BR>
<A HREF="FSOUND_FX_SetChorus.html#" TARGET="ENTRY_FRAME">FSOUND_FX_SetChorus</A><BR>
<A HREF="FSOUND_FX_SetCompressor.html#" TARGET="ENTRY_FRAME">FSOUND_FX_SetCompressor</A><BR>
<A HREF="FSOUND_FX_SetDistortion.html#" TARGET="ENTRY_FRAME">FSOUND_FX_SetDistortion</A><BR>
<A HREF="FSOUND_FX_SetEcho.html#" TARGET="ENTRY_FRAME">FSOUND_FX_SetEcho</A><BR>
<A HREF="FSOUND_FX_SetFlanger.html#" TARGET="ENTRY_FRAME">FSOUND_FX_SetFlanger</A><BR>
<A HREF="FSOUND_FX_SetGargle.html#" TARGET="ENTRY_FRAME">FSOUND_FX_SetGargle</A><BR>
<A HREF="FSOUND_FX_SetI3DL2Reverb.html#" TARGET="ENTRY_FRAME">FSOUND_FX_SetI3DL2Reverb</A><BR>
<A HREF="FSOUND_FX_SetParamEQ.html#" TARGET="ENTRY_FRAME">FSOUND_FX_SetParamEQ</A><BR>
<A HREF="FSOUND_FX_SetWavesReverb.html#" TARGET="ENTRY_FRAME">FSOUND_FX_SetWavesReverb</A><BR>
<A HREF="FSOUND_GetAmplitude.html#" TARGET="ENTRY_FRAME">FSOUND_GetAmplitude</A><BR>
<A HREF="FSOUND_GetChannelsPlaying.html#" TARGET="ENTRY_FRAME">FSOUND_GetChannelsPlaying</A><BR>
<A HREF="FSOUND_GetCPUUsage.html#" TARGET="ENTRY_FRAME">FSOUND_GetCPUUsage</A><BR>
<A HREF="FSOUND_GetCurrentLevels.html#" TARGET="ENTRY_FRAME">FSOUND_GetCurrentLevels</A><BR>
<A HREF="FSOUND_GetCurrentPosition.html#" TARGET="ENTRY_FRAME">FSOUND_GetCurrentPosition</A><BR>
<A HREF="FSOUND_GetCurrentSample.html#" TARGET="ENTRY_FRAME">FSOUND_GetCurrentSample</A><BR>
<A HREF="FSOUND_GetDriver.html#" TARGET="ENTRY_FRAME">FSOUND_GetDriver</A><BR>
<A HREF="FSOUND_GetDriverCaps.html#" TARGET="ENTRY_FRAME">FSOUND_GetDriverCaps</A><BR>
<A HREF="FSOUND_GetDriverName.html#" TARGET="ENTRY_FRAME">FSOUND_GetDriverName</A><BR>
<A HREF="FSOUND_GetError.html#" TARGET="ENTRY_FRAME">FSOUND_GetError</A><BR>
<A HREF="FSOUND_GetFreeHWRam.html#" TARGET="ENTRY_FRAME">FSOUND_GetFreeHWRam</A><BR>
<A HREF="FSOUND_GetFrequency.html#" TARGET="ENTRY_FRAME">FSOUND_GetFrequency</A><BR>
<A HREF="FSOUND_GetLoopMode.html#" TARGET="ENTRY_FRAME">FSOUND_GetLoopMode</A><BR>
<A HREF="FSOUND_GetMaxChannels.html#" TARGET="ENTRY_FRAME">FSOUND_GetMaxChannels</A><BR>
<A HREF="FSOUND_GetMaxSamples.html#" TARGET="ENTRY_FRAME">FSOUND_GetMaxSamples</A><BR>
<A HREF="FSOUND_GetMemoryStats.html#" TARGET="ENTRY_FRAME">FSOUND_GetMemoryStats</A><BR>
<A HREF="FSOUND_GetMixer.html#" TARGET="ENTRY_FRAME">FSOUND_GetMixer</A><BR>
<A HREF="FSOUND_GetMute.html#" TARGET="ENTRY_FRAME">FSOUND_GetMute</A><BR>
<A HREF="FSOUND_GetNumDrivers.html#" TARGET="ENTRY_FRAME">FSOUND_GetNumDrivers</A><BR>
<A HREF="FSOUND_GetNumHWChannels.html#" TARGET="ENTRY_FRAME">FSOUND_GetNumHWChannels</A><BR>
<A HREF="FSOUND_GetNumSubChannels.html#" TARGET="ENTRY_FRAME">FSOUND_GetNumSubChannels</A><BR>
<A HREF="FSOUND_GetOutput.html#" TARGET="ENTRY_FRAME">FSOUND_GetOutput</A><BR>
<A HREF="FSOUND_GetOutputHandle.html#" TARGET="ENTRY_FRAME">FSOUND_GetOutputHandle</A><BR>
<A HREF="FSOUND_GetOutputRate.html#" TARGET="ENTRY_FRAME">FSOUND_GetOutputRate</A><BR>
<A HREF="FSOUND_GetPan.html#" TARGET="ENTRY_FRAME">FSOUND_GetPan</A><BR>
<A HREF="FSOUND_GetPaused.html#" TARGET="ENTRY_FRAME">FSOUND_GetPaused</A><BR>
<A HREF="FSOUND_GetPriority.html#" TARGET="ENTRY_FRAME">FSOUND_GetPriority</A><BR>
<A HREF="FSOUND_GetReserved.html#" TARGET="ENTRY_FRAME">FSOUND_GetReserved</A><BR>
<A HREF="FSOUND_GetSFXMasterVolume.html#" TARGET="ENTRY_FRAME">FSOUND_GetSFXMasterVolume</A><BR>
<A HREF="FSOUND_GetSpeakerMode.html#" TARGET="ENTRY_FRAME">FSOUND_GetSpeakerMode</A><BR>
<A HREF="FSOUND_GetSubChannel.html#" TARGET="ENTRY_FRAME">FSOUND_GetSubChannel</A><BR>
<A HREF="FSOUND_GetSurround.html#" TARGET="ENTRY_FRAME">FSOUND_GetSurround</A><BR>
<A HREF="FSOUND_GetVersion.html#" TARGET="ENTRY_FRAME">FSOUND_GetVersion</A><BR>
<A HREF="FSOUND_GetVolume.html#" TARGET="ENTRY_FRAME">FSOUND_GetVolume</A><BR>
<A HREF="FSOUND_Init.html#" TARGET="ENTRY_FRAME">FSOUND_Init</A><BR>
<A HREF="FSOUND_IOP_Alloc.html#" TARGET="ENTRY_FRAME">FSOUND_IOP_Alloc</A><BR>
<A HREF="FSOUND_IOP_Free.html#" TARGET="ENTRY_FRAME">FSOUND_IOP_Free</A><BR>
<A HREF="FSOUND_IsPlaying.html#" TARGET="ENTRY_FRAME">FSOUND_IsPlaying</A><BR>
<A HREF="FSOUND_METADATACALLBACK.html#" TARGET="ENTRY_FRAME">FSOUND_METADATACALLBACK</A><BR>
<A HREF="FSOUND_OPENCALLBACK.html#" TARGET="ENTRY_FRAME">FSOUND_OPENCALLBACK</A><BR>
<A HREF="FSOUND_PlaySound.html#" TARGET="ENTRY_FRAME">FSOUND_PlaySound</A><BR>
<A HREF="FSOUND_PlaySoundEx.html#" TARGET="ENTRY_FRAME">FSOUND_PlaySoundEx</A><BR>
<A HREF="FSOUND_READCALLBACK.html#" TARGET="ENTRY_FRAME">FSOUND_READCALLBACK</A><BR>
<A HREF="FSOUND_REALLOCCALLBACK.html#" TARGET="ENTRY_FRAME">FSOUND_REALLOCCALLBACK</A><BR>
<A HREF="FSOUND_Record_GetDriver.html#" TARGET="ENTRY_FRAME">FSOUND_Record_GetDriver</A><BR>
<A HREF="FSOUND_Record_GetDriverName.html#" TARGET="ENTRY_FRAME">FSOUND_Record_GetDriverName</A><BR>
<A HREF="FSOUND_Record_GetNumDrivers.html#" TARGET="ENTRY_FRAME">FSOUND_Record_GetNumDrivers</A><BR>
<A HREF="FSOUND_Record_GetPosition.html#" TARGET="ENTRY_FRAME">FSOUND_Record_GetPosition</A><BR>
<A HREF="FSOUND_Record_SetDriver.html#" TARGET="ENTRY_FRAME">FSOUND_Record_SetDriver</A><BR>
<A HREF="FSOUND_Record_StartSample.html#" TARGET="ENTRY_FRAME">FSOUND_Record_StartSample</A><BR>
<A HREF="FSOUND_Record_Stop.html#" TARGET="ENTRY_FRAME">FSOUND_Record_Stop</A><BR>
<A HREF="FSOUND_Reverb_GetChannelProperties.html#" TARGET="ENTRY_FRAME">FSOUND_Reverb_GetChannelProperties</A><BR>
<A HREF="FSOUND_Reverb_GetProperties.html#" TARGET="ENTRY_FRAME">FSOUND_Reverb_GetProperties</A><BR>
<A HREF="FSOUND_Reverb_SetChannelProperties.html#" TARGET="ENTRY_FRAME">FSOUND_Reverb_SetChannelProperties</A><BR>
<A HREF="FSOUND_Reverb_SetProperties.html#" TARGET="ENTRY_FRAME">FSOUND_Reverb_SetProperties</A><BR>
<A HREF="FSOUND_Sample_Alloc.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_Alloc</A><BR>
<A HREF="FSOUND_Sample_Free.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_Free</A><BR>
<A HREF="FSOUND_Sample_Get.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_Get</A><BR>
<A HREF="FSOUND_Sample_GetDefaults.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_GetDefaults</A><BR>
<A HREF="FSOUND_Sample_GetDefaultsEx.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_GetDefaultsEx</A><BR>
<A HREF="FSOUND_Sample_GetLength.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_GetLength</A><BR>
<A HREF="FSOUND_Sample_GetLoopPoints.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_GetLoopPoints</A><BR>
<A HREF="FSOUND_Sample_GetMinMaxDistance.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_GetMinMaxDistance</A><BR>
<A HREF="FSOUND_Sample_GetMode.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_GetMode</A><BR>
<A HREF="FSOUND_Sample_GetName.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_GetName</A><BR>
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<A HREF="FSOUND_Sample_SetDefaults.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_SetDefaults</A><BR>
<A HREF="FSOUND_Sample_SetDefaultsEx.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_SetDefaultsEx</A><BR>
<A HREF="FSOUND_Sample_SetLoopPoints.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_SetLoopPoints</A><BR>
<A HREF="FSOUND_Sample_SetMaxPlaybacks.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_SetMaxPlaybacks</A><BR>
<A HREF="FSOUND_Sample_SetMinMaxDistance.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_SetMinMaxDistance</A><BR>
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<A HREF="FSOUND_Sample_Unlock.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_Unlock</A><BR>
<A HREF="FSOUND_Sample_Upload.html#" TARGET="ENTRY_FRAME">FSOUND_Sample_Upload</A><BR>
<A HREF="FSOUND_SEEKCALLBACK.html#" TARGET="ENTRY_FRAME">FSOUND_SEEKCALLBACK</A><BR>
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<A HREF="FSOUND_SetBufferSize.html#" TARGET="ENTRY_FRAME">FSOUND_SetBufferSize</A><BR>
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<A HREF="FSOUND_SetDiskBusy.html#" TARGET="ENTRY_FRAME">FSOUND_SetDiskBusy</A><BR>
<A HREF="FSOUND_SetDriver.html#" TARGET="ENTRY_FRAME">FSOUND_SetDriver</A><BR>
<A HREF="FSOUND_SetFrequency.html#" TARGET="ENTRY_FRAME">FSOUND_SetFrequency</A><BR>
<A HREF="FSOUND_SetHWND.html#" TARGET="ENTRY_FRAME">FSOUND_SetHWND</A><BR>
<A HREF="FSOUND_SetLevels.html#" TARGET="ENTRY_FRAME">FSOUND_SetLevels</A><BR>
<A HREF="FSOUND_SetLoopMode.html#" TARGET="ENTRY_FRAME">FSOUND_SetLoopMode</A><BR>
<A HREF="FSOUND_SetMaxHardwareChannels.html#" TARGET="ENTRY_FRAME">FSOUND_SetMaxHardwareChannels</A><BR>
<A HREF="FSOUND_SetMemorySystem.html#" TARGET="ENTRY_FRAME">FSOUND_SetMemorySystem</A><BR>
<A HREF="FSOUND_SetMinHardwareChannels.html#" TARGET="ENTRY_FRAME">FSOUND_SetMinHardwareChannels</A><BR>
<A HREF="FSOUND_SetMixer.html#" TARGET="ENTRY_FRAME">FSOUND_SetMixer</A><BR>
<A HREF="FSOUND_SetMute.html#" TARGET="ENTRY_FRAME">FSOUND_SetMute</A><BR>
<A HREF="FSOUND_SetOutput.html#" TARGET="ENTRY_FRAME">FSOUND_SetOutput</A><BR>
<A HREF="FSOUND_SetPan.html#" TARGET="ENTRY_FRAME">FSOUND_SetPan</A><BR>
<A HREF="FSOUND_SetPanSeperation.html#" TARGET="ENTRY_FRAME">FSOUND_SetPanSeperation</A><BR>
<A HREF="FSOUND_SetPaused.html#" TARGET="ENTRY_FRAME">FSOUND_SetPaused</A><BR>
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<A HREF="FSOUND_SetSFXMasterVolume.html#" TARGET="ENTRY_FRAME">FSOUND_SetSFXMasterVolume</A><BR>
<A HREF="FSOUND_SetSpeakerMode.html#" TARGET="ENTRY_FRAME">FSOUND_SetSpeakerMode</A><BR>
<A HREF="FSOUND_SetSurround.html#" TARGET="ENTRY_FRAME">FSOUND_SetSurround</A><BR>
<A HREF="FSOUND_SetVolume.html#" TARGET="ENTRY_FRAME">FSOUND_SetVolume</A><BR>
<A HREF="FSOUND_SetVolumeAbsolute.html#" TARGET="ENTRY_FRAME">FSOUND_SetVolumeAbsolute</A><BR>
<A HREF="FSOUND_SPU2_Alloc.html#" TARGET="ENTRY_FRAME">FSOUND_SPU2_Alloc</A><BR>
<A HREF="FSOUND_SPU2_Free.html#" TARGET="ENTRY_FRAME">FSOUND_SPU2_Free</A><BR>
<A HREF="FSOUND_SPU2_GetRawAddress.html#" TARGET="ENTRY_FRAME">FSOUND_SPU2_GetRawAddress</A><BR>
<A HREF="FSOUND_StopSound.html#" TARGET="ENTRY_FRAME">FSOUND_StopSound</A><BR>
<A HREF="FSOUND_Stream_AddSyncPoint.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_AddSyncPoint</A><BR>
<A HREF="FSOUND_Stream_Close.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_Close</A><BR>
<A HREF="FSOUND_Stream_Create.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_Create</A><BR>
<A HREF="FSOUND_Stream_CreateDSP.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_CreateDSP</A><BR>
<A HREF="FSOUND_Stream_DeleteSyncPoint.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_DeleteSyncPoint</A><BR>
<A HREF="FSOUND_Stream_FindTagField.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_FindTagField</A><BR>
<A HREF="FSOUND_Stream_GetLength.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_GetLength</A><BR>
<A HREF="FSOUND_Stream_GetLengthMs.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_GetLengthMs</A><BR>
<A HREF="FSOUND_Stream_GetMode.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_GetMode</A><BR>
<A HREF="FSOUND_Stream_GetNumSubStreams.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_GetNumSubStreams</A><BR>
<A HREF="FSOUND_Stream_GetNumSyncPoints.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_GetNumSyncPoints</A><BR>
<A HREF="FSOUND_Stream_GetNumTagFields.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_GetNumTagFields</A><BR>
<A HREF="FSOUND_Stream_GetOpenState.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_GetOpenState</A><BR>
<A HREF="FSOUND_Stream_GetPosition.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_GetPosition</A><BR>
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<A HREF="FSOUND_Stream_GetTagField.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_GetTagField</A><BR>
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<A HREF="FSOUND_Stream_Net_GetStatus.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_Net_GetStatus</A><BR>
<A HREF="FSOUND_Stream_Net_SetBufferProperties.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_Net_SetBufferProperties</A><BR>
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<A HREF="FSOUND_Stream_Net_SetTimeout.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_Net_SetTimeout</A><BR>
<A HREF="FSOUND_Stream_Open.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_Open</A><BR>
<A HREF="FSOUND_Stream_OpenFromHandle.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_OpenFromHandle</A><BR>
<A HREF="FSOUND_Stream_Play.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_Play</A><BR>
<A HREF="FSOUND_Stream_PlayEx.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_PlayEx</A><BR>
<A HREF="FSOUND_Stream_SetBufferSize.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_SetBufferSize</A><BR>
<A HREF="FSOUND_Stream_SetEndCallback.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_SetEndCallback</A><BR>
<A HREF="FSOUND_Stream_SetLoopCount.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_SetLoopCount</A><BR>
<A HREF="FSOUND_Stream_SetLoopPoints.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_SetLoopPoints</A><BR>
<A HREF="FSOUND_Stream_SetMode.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_SetMode</A><BR>
<A HREF="FSOUND_Stream_SetPosition.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_SetPosition</A><BR>
<A HREF="FSOUND_Stream_SetSubStream.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_SetSubStream</A><BR>
<A HREF="FSOUND_Stream_SetSubStreamSentence.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_SetSubStreamSentence</A><BR>
<A HREF="FSOUND_Stream_SetSyncCallback.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_SetSyncCallback</A><BR>
<A HREF="FSOUND_Stream_SetTime.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_SetTime</A><BR>
<A HREF="FSOUND_Stream_Stop.html#" TARGET="ENTRY_FRAME">FSOUND_Stream_Stop</A><BR>
<A HREF="FSOUND_STREAMCALLBACK.html#" TARGET="ENTRY_FRAME">FSOUND_STREAMCALLBACK</A><BR>
<A HREF="FSOUND_TELLCALLBACK.html#" TARGET="ENTRY_FRAME">FSOUND_TELLCALLBACK</A><BR>
<A HREF="FSOUND_Update.html#" TARGET="ENTRY_FRAME">FSOUND_Update</A><BR>
<A HREF="sceSifAddCmdHandler.html#" TARGET="ENTRY_FRAME">sceSifAddCmdHandler</A><BR>
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<A HREF="FSOUND_REVERB_CHANNELPROPERTIES.html#" TARGET="ENTRY_FRAME">FSOUND_REVERB_CHANNELPROPERTIES</A><BR>
<A HREF="FSOUND_REVERB_PROPERTIES.html#" TARGET="ENTRY_FRAME">FSOUND_REVERB_PROPERTIES</A><BR>
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<A HREF="FSOUND_CAPS.html#" TARGET="ENTRY_FRAME">FSOUND_CAPS</A><BR>
<A HREF="FSOUND_CDPLAYMODES.html#" TARGET="ENTRY_FRAME">FSOUND_CDPLAYMODES</A><BR>
<A HREF="FSOUND_DSP_PRIORITIES.html#" TARGET="ENTRY_FRAME">FSOUND_DSP_PRIORITIES</A><BR>
<A HREF="FSOUND_INIT_FLAGS.html#" TARGET="ENTRY_FRAME">FSOUND_INIT_FLAGS</A><BR>
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<A HREF="FSOUND_MODES.html#" TARGET="ENTRY_FRAME">FSOUND_MODES</A><BR>
<A HREF="FSOUND_REVERB_CHANNELFLAGS.html#" TARGET="ENTRY_FRAME">FSOUND_REVERB_CHANNELFLAGS</A><BR>
<A HREF="FSOUND_REVERB_FLAGS.html#" TARGET="ENTRY_FRAME">FSOUND_REVERB_FLAGS</A><BR>
<A HREF="FSOUND_REVERB_PRESETS.html#" TARGET="ENTRY_FRAME">FSOUND_REVERB_PRESETS</A><BR>
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<A HREF="FMOD_ERRORS.html#" TARGET="ENTRY_FRAME">FMOD_ERRORS</A><BR>
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<A HREF="FSOUND_FX_MODES.html#" TARGET="ENTRY_FRAME">FSOUND_FX_MODES</A><BR>
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<A HREF="FSOUND_OUTPUTTYPES.html#" TARGET="ENTRY_FRAME">FSOUND_OUTPUTTYPES</A><BR>
<A HREF="FSOUND_SPEAKERMODES.html#" TARGET="ENTRY_FRAME">FSOUND_SPEAKERMODES</A><BR>
<A HREF="FSOUND_STREAM_NET_STATUS.html#" TARGET="ENTRY_FRAME">FSOUND_STREAM_NET_STATUS</A><BR>
<A HREF="FSOUND_TAGFIELD_TYPE.html#" TARGET="ENTRY_FRAME">FSOUND_TAGFIELD_TYPE</A><BR>
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<A HREF="FSOUND.html#Enums"><H5>[Enum]</A></H5>
<H2><A NAME="FMOD_ERRORS">FMOD_ERRORS</A></H2>
On failure of commands in FMOD, use FSOUND_GetError to attain what happened.<BR>
<P>
<H3>Enumerators</H3>
<TABLE>
<TR VALIGN=top><TD><I>FMOD_ERR_NONE</I></TD>
<TD>/* No errors */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_BUSY</I></TD>
<TD>/* Cannot call this command after FSOUND_Init. Call FSOUND_Close first. */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_UNINITIALIZED</I></TD>
<TD>/* This command failed because FSOUND_Init or FSOUND_SetOutput was not called */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_INIT</I></TD>
<TD>/* Error initializing output device. */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_ALLOCATED</I></TD>
<TD>/* Error initializing output device, but more specifically, the output device is already in use and cannot be reused. */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_PLAY</I></TD>
<TD>/* Playing the sound failed. */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_OUTPUT_FORMAT</I></TD>
<TD>/* Soundcard does not support the features needed for this soundsystem (16bit stereo output) */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_COOPERATIVELEVEL</I></TD>
<TD>/* Error setting cooperative level for hardware. */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_CREATEBUFFER</I></TD>
<TD>/* Error creating hardware sound buffer. */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_FILE_NOTFOUND</I></TD>
<TD>/* File not found */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_FILE_FORMAT</I></TD>
<TD>/* Unknown file format */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_FILE_BAD</I></TD>
<TD>/* Error loading file */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_MEMORY</I></TD>
<TD>/* Not enough memory or resources */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_VERSION</I></TD>
<TD>/* The version number of this file format is not supported */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_INVALID_PARAM</I></TD>
<TD>/* An invalid parameter was passed to this function */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_NO_EAX</I></TD>
<TD>/* Tried to use an EAX command on a non EAX enabled channel or output. */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_CHANNEL_ALLOC</I></TD>
<TD>/* Failed to allocate a new channel */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_RECORD</I></TD>
<TD>/* Recording is not supported on this machine */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_MEDIAPLAYER</I></TD>
<TD>/* Windows Media Player not installed so cannot play wma or use internet streaming. */<BR>
</TD><TR VALIGN=top><TD><I>FMOD_ERR_CDDEVICE</I></TD>
<TD>/* An error occured trying to open the specified CD device */<BR>
</TD></TABLE>
<H3>See Also</H3>
<A HREF="FSOUND_Close.html">FSOUND_Close</A>
,
<A HREF="FSOUND_GetError.html">FSOUND_GetError</A>
,
<A HREF="FSOUND_Init.html">FSOUND_Init</A>
,
<A HREF="FSOUND_SetOutput.html">FSOUND_SetOutput</A>
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<H1>FMUSIC API Reference</H1>
FMOD Api. Use this to module files etc<BR>
<P>
<A HREF="#Functions">Functions</A> , <A HREF="#Structures">Structures</A> , <A HREF="#Defines">Defines</A> , <A HREF="#Enums">Enums</A>
<H2><div id=Functionskeyplus style="display:none">
<span id=Functions class=Outline style="cursor: hand; ">+ </span>
<A NAME="Functions"><u id=Functions class=Outline style="cursor: hand; ">Functions</u></A>
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<H2><div id=Functionskeyminus style="display">
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<A NAME="Functions"><u id=Functions class=Outline style="cursor: hand; ">Functions</u></A>
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</H2>
<div id=Functionsdetails style="display; position:relative; left:12;">
<A HREF="FMUSIC_CALLBACK.html">FMUSIC_CALLBACK</A><BR>
<A HREF="FMUSIC_FreeSong.html">FMUSIC_FreeSong</A><BR>
<A HREF="FMUSIC_GetBPM.html">FMUSIC_GetBPM</A><BR>
<A HREF="FMUSIC_GetGlobalVolume.html">FMUSIC_GetGlobalVolume</A><BR>
<A HREF="FMUSIC_GetMasterVolume.html">FMUSIC_GetMasterVolume</A><BR>
<A HREF="FMUSIC_GetName.html">FMUSIC_GetName</A><BR>
<A HREF="FMUSIC_GetNumChannels.html">FMUSIC_GetNumChannels</A><BR>
<A HREF="FMUSIC_GetNumInstruments.html">FMUSIC_GetNumInstruments</A><BR>
<A HREF="FMUSIC_GetNumOrders.html">FMUSIC_GetNumOrders</A><BR>
<A HREF="FMUSIC_GetNumPatterns.html">FMUSIC_GetNumPatterns</A><BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_CALLBACK">FMUSIC_CALLBACK</A></H2>
Callback definition for FMUSIC callbacks (mod/s3m/xm/it).<BR>
<P>
<B>void F_CALLBACKAPI </B><B> </B><B>FMUSIC_CALLBACK</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>unsigned char </B><B> </B><I>param</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>The music file to have callbacks performed on.<BR>
</TD><TR VALIGN=top><TD><I>param</I></TD>
<TD>The argument relating specifically to the callback made, whether it is a row/order or Zxx callback. For example on the row callback, the row number would be returned.<BR>
</TD></TABLE>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
The callbacks are made from within the mixer system, so it is best to keep the code to an absolute minimum to prevent sound breakup.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_SetInstCallback.html">FMUSIC_SetInstCallback</A>
,
<A HREF="FMUSIC_SetOrderCallback.html">FMUSIC_SetOrderCallback</A>
,
<A HREF="FMUSIC_SetRowCallback.html">FMUSIC_SetRowCallback</A>
,
<A HREF="FMUSIC_SetZxxCallback.html">FMUSIC_SetZxxCallback</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_FreeSong">FMUSIC_FreeSong</A></H2>
Frees memory allocated for a song and removes it from the FMUSIC system.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_FreeSong</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to be freed.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
<H3>See Also</H3>
<A HREF="FMUSIC_LoadSong.html">FMUSIC_LoadSong</A>
,
<A HREF="FMUSIC_LoadSongEx.html">FMUSIC_LoadSongEx</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetBPM">FMUSIC_GetBPM</A></H2>
Returns the song's current BPM.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetBPM</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve current song BPM from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, song's current BPM is returned.<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetSpeed.html">FMUSIC_GetSpeed</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetGlobalVolume">FMUSIC_GetGlobalVolume</A></H2>
Returns the song's current global volume<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetGlobalVolume</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve song global volume from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
Songs current global volume, from 0 (silence) to the maximum value<BR>
determined by the music format. Global volume maximums are different in <BR>
respect to each format, they range from 64 to 256.<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
GLOBAL volume is not the same as MASTER volume. GLOBAL volume is an internal<BR>
overall volume which can be altered by the song itself (ie there might be commands<BR>
to fade in a particular part of the song by scaling all the volumes in the song <BR>
up slowly from nothing).<BR>
GLOBAL volume is different to MASTER volume in that the song can modify without<BR>
your permission, whereas MASTER volume is an overall scalar that you can control.<BR>
For general use, MASTER volume is more useful, but you may want to reset a song's<BR>
GLOBAL volume at certain times in the song. (for example the song might have faded <BR>
out by using GLOBAL volume and you want to reset it)<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetMasterVolume.html">FMUSIC_GetMasterVolume</A>
,
<A HREF="FMUSIC_SetMasterVolume.html">FMUSIC_SetMasterVolume</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetMasterVolume">FMUSIC_GetMasterVolume</A></H2>
Returns the song's current master volume<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetMasterVolume</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve song master volume from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the song's current master volume, from 0 (silence) to 256 (full volume) is returned<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetGlobalVolume.html">FMUSIC_GetGlobalVolume</A>
,
<A HREF="FMUSIC_SetMasterVolume.html">FMUSIC_SetMasterVolume</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetName">FMUSIC_GetName</A></H2>
Returns the name of the song set by the composer. With MIDI format, the filename is returned.<BR>
<P>
<B>const char * F_API </B><B> </B><B>FMUSIC_GetName</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve name from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the name of the song as a NULL terminated string is returned.<BR>
On failure, NULL is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetNumChannels">FMUSIC_GetNumChannels</A></H2>
Returns the number of channels within this songs pattern data<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetNumChannels</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve number of channels from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
Number of channels within this songs pattern data<BR>
On failure, 0 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetNumInstruments">FMUSIC_GetNumInstruments</A></H2>
Returns the number of instruments contained in this song.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetNumInstruments</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve number of instruments from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the number of instruments contained in this song is returned.<BR>
On failure, 0 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetNumOrders">FMUSIC_GetNumOrders</A></H2>
Returns the number of orders in this song.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetNumOrders</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve number of orders from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the number of orders in this song is returned.<BR>
On failure, 0 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetNumPatterns">FMUSIC_GetNumPatterns</A></H2>
Returns the number of patterns contained in this song.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetNumPatterns</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve number of patterns.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the number of patterns contained in this song is returned.<BR>
On failure, 0 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetNumSamples">FMUSIC_GetNumSamples</A></H2>
Returns the number of samples contained in this song.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetNumSamples</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve number of samples.<BR>
</TD></TABLE>
<H3>Return Value</H3>
Number of samples contained in this song.<BR>
On failure, 0 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetOpenState">FMUSIC_GetOpenState</A></H2>
If a mod is opened with FSOUND_NONBLOCKING, this function returns the state of the opening mod.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetOpenState</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the mod to get the open state from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
0 = mod is opened and ready.<BR>
-1 = mod handle passed in is invalid.<BR>
-2 = mod is still opening<BR>
-3 = mod failed to open. (file not found, out of memory or other error).<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetOrder">FMUSIC_GetOrder</A></H2>
Returns the song's current order number<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetOrder</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve current order number from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the song's current order number is returned.<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
This value is latency adjusted by default, and returns the number you are hearing, not the 'mix-time' value.<BR>
Use FSOUND_INIT_DONTLATENCYADJUST if you want the value at mix time, which is useful if you want to control the music interactively, or from a DSP callback.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetPattern.html">FMUSIC_GetPattern</A>
,
<A HREF="FMUSIC_GetPatternLength.html">FMUSIC_GetPatternLength</A>
,
<A HREF="FMUSIC_SetOrder.html">FMUSIC_SetOrder</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetPattern">FMUSIC_GetPattern</A></H2>
Returns the song's current pattern number<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetPattern</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve current pattern number from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, The song's current pattern number is returned.<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetOrder.html">FMUSIC_GetOrder</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetPatternLength">FMUSIC_GetPatternLength</A></H2>
Returns the the length in rows of the pattern for the specified order number.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetPatternLength</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>int </B><B> </B><I>orderno</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to .<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the songs pattern length at the specified order is returned.<BR>
On failure, 0 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetOrder.html">FMUSIC_GetOrder</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetPaused">FMUSIC_GetPaused</A></H2>
Returns whether song is currently paused or not.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_GetPaused</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to get paused flag from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned to say the song is currently paused<BR>
On failure, FALSE is returned to say the song is NOT currently paused<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_SetPaused.html">FMUSIC_SetPaused</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetRealChannel">FMUSIC_GetRealChannel</A></H2>
Returns the real FSOUND channel playing based on the mod's FMUSIC channel.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetRealChannel</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>int </B><B> </B><I>modchannel</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song.<BR>
</TD><TR VALIGN=top><TD><I>modchannel</I></TD>
<TD>The mod channel index, to query the real channel from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the channel index for the respective mod channel is returned.<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
Note FMUSIC mod playback only allocates a real channel on a mod channel the first time an instrument is played.<BR>
NNA's will not register. This function only returns the primary real channel for the mod channel.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetRow">FMUSIC_GetRow</A></H2>
Returns the song's current row number.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetRow</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve current row from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the song's current row number is returned.<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
This value is latency adjusted by default, and returns the number you are hearing, not the 'mix-time' value.<BR>
Use FSOUND_INIT_DONTLATENCYADJUST if you want the value at mix time, which is useful if you want to control the music interactively, or from a DSP callback.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetSample">FMUSIC_GetSample</A></H2>
Returns a pointer to a sample inside a module. <BR>
Once you have access to the module's sample, you can do a lot of things <BR>
to it, including locking and modifying the data within; using the <BR>
FSOUND_Sample_ functionality.<BR>
<P>
<B>FSOUND_SAMPLE * F_API </B><B> </B><B>FMUSIC_GetSample</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>int </B><B> </B><I>sampno</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve a sample handle from<BR>
</TD><TR VALIGN=top><TD><I>sampno</I></TD>
<TD>index to sample inside module.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, a valid sample handle is returned.<BR>
On failure, NULL is returned.<BR>
<H3>Remarks</H3>
Because of the instrument nature of some formats like XM, this<BR>
function lists all the samples in order of instruments and their subsamples.<BR>
ie if instrument 1 has 2 samples and instrument 2 contains 3 samples, then <BR>
sampno in this case would be 0 and 1 for instrument 1's samples, and 2,3 & 4<BR>
for instrument 2's samples. <BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_SetSample.html">FMUSIC_SetSample</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetSpeed">FMUSIC_GetSpeed</A></H2>
Returns the song's current speed.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetSpeed</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve current song speed from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, The song's current speed is returned<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetBPM.html">FMUSIC_GetBPM</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetTime">FMUSIC_GetTime</A></H2>
Returns the time in milliseconds since the song was started. This is useful for<BR>
synchronizing purposes becuase it will be exactly the same every time, and it is <BR>
reliably retriggered upon starting the song. Trying to synchronize using other <BR>
windows timers can lead to varying results, and inexact performance. This fixes that<BR>
problem by actually using the number of samples sent to the soundcard as a reference.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetTime</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to get time from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the time played in milliseconds is returned.<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
This value is latency adjusted by default, and returns the number you are hearing, not the 'mix-time' value.<BR>
Use FSOUND_INIT_DONTLATENCYADJUST if you want the value at mix time, which is useful if you want to control the music interactively, or from a DSP callback.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetType">FMUSIC_GetType</A></H2>
Returns the format type a song.<BR>
<P>
<B>int F_API </B><B> </B><B>FMUSIC_GetType</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve name from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the following values are returned:<BR>
FMUSIC_TYPE_NONE<BR>
FMUSIC_TYPE_MOD<BR>
FMUSIC_TYPE_S3M<BR>
FMUSIC_TYPE_XM<BR>
FMUSIC_TYPE_IT<BR>
FMUSIC_TYPE_MIDI<BR>
On failure, FMUSIC_TYPE_NONE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_TYPES.html">FMUSIC_TYPES</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_GetUserData">FMUSIC_GetUserData</A></H2>
Retrieves the data set by FMUSIC_SetUserData<BR>
<P>
<B>void * F_API </B><B> </B><B>FMUSIC_GetUserData</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, userdata set by FMUSIC_SetUserData is returned.<BR>
On failure, 0 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_SetUserData.html">FMUSIC_SetUserData</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_IsFinished">FMUSIC_IsFinished</A></H2>
Returns whether the song has completed playing, or when the last order has finished playing.<BR>
This stays set even if the song loops.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_IsFinished</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song that you want check if finished or not.<BR>
</TD></TABLE>
<H3>Return Value</H3>
TRUE Song has finished playing.<BR>
FALSE Song has not finished playing.<BR>
<H3>Remarks</H3>
Some songs may use a pattern break or pattern jump and never reach the last pattern.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_IsPlaying">FMUSIC_IsPlaying</A></H2>
Returns whether the song is currently playing or not.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_IsPlaying</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to retrieve name from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
TRUE Song is playing.<BR>
FALSE Song is stopped.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_PlaySong.html">FMUSIC_PlaySong</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_LoadSong">FMUSIC_LoadSong</A></H2>
To load a module or bank with a given filename. FMUSIC Supports loading of <BR>
- .MOD (protracker/fasttracker modules)<BR>
- .S3M (screamtracker 3 modules)<BR>
- .XM (fasttracker 2 modules)<BR>
- .IT (impulse tracker modules)<BR>
- .MID (MIDI files)<BR>
- .RMI (MIDI files)<BR>
- .SGT (DirectMusic segment files)<BR>
- .FSB (FMOD Sample Bank files)<BR>
<P>
<B>FMUSIC_MODULE * F_API </B><B> </B><B>FMUSIC_LoadSong</B><B>(</B><BR>
<B>const char *</B><I>name</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>name</I></TD>
<TD>Filename of module to load.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, a pointer to a FMUSIC_MODULE handle is returned.<BR>
On failure, NULL is returned.<BR>
<H3>Remarks</H3>
This function autodetects the format type, regardless of filename.<BR>
The MIDI loader does not support user file callbacks. For WAD type data structures with embedded MIDI files FMUSIC_LoadSongEx will have to be used with memory loading.<BR>
Various other functionality is not provided in MIDI. See relevant FMUSIC functions to see if a feature<BR>
is supported or not.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_FreeSong.html">FMUSIC_FreeSong</A>
,
<A HREF="FMUSIC_LoadSong.html">FMUSIC_LoadSong</A>
,
<A HREF="FMUSIC_LoadSongEx.html">FMUSIC_LoadSongEx</A>
,
<A HREF="FSOUND_File_SetCallbacks.html">FSOUND_File_SetCallbacks</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_LoadSongEx">FMUSIC_LoadSongEx</A></H2>
To load a module or bank with a given filename. FMUSIC Supports loading of <BR>
- .MOD (protracker/fasttracker modules)<BR>
- .S3M (screamtracker 3 modules)<BR>
- .XM (fasttracker 2 modules)<BR>
- .IT (impulse tracker modules)<BR>
- .MID (MIDI files)<BR>
- .RMI (MIDI files)<BR>
- .SGT (DirectMusic segment files)<BR>
- .FSB (FMOD Sample Bank files)<BR>
<P>
<B>FMUSIC_MODULE * F_API </B><B> </B><B>FMUSIC_LoadSongEx</B><B>(</B><BR>
<B>const char *</B><I>name_or_data</I><B>,</B><BR>
<B>int </B><B> </B><I>offset</I><B>,</B><BR>
<B>int </B><B> </B><I>length</I><B>,</B><BR>
<B>unsigned int </B><B> </B><I>mode</I><B>,</B><BR>
<B>const int *</B><I>samplelist</I><B>,</B><BR>
<B>int </B><B> </B><I>samplelistnum</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>name_or_data</I></TD>
<TD>Name of song or pointer to data containing song to load (if loading from memory and not file). On PlayStation 2 data must be 16 byte aligned if loading from memory.<BR>
</TD><TR VALIGN=top><TD><I>offset</I></TD>
<TD>Optional. 0 by default. If &gt; 0, this value is used to specify an offset in a file, so fmod will seek before opening.<BR>
</TD><TR VALIGN=top><TD><I>length</I></TD>
<TD>Optional. 0 by default. If &gt; 0, this value is used to specify the length of a memory block when using FSOUND_LOADMEMORY, or it is the length of a file or file segment if the offset parameter is used. On PlayStation 2 this must be 16 byte aligned for memory loading.<BR>
</TD><TR VALIGN=top><TD><I>mode</I></TD>
<TD>Mode for opening song. With module files, only FSOUND_LOADMEMORY, FSOUND_NONBLOCKING, FSOUND_LOOP_NORMAL, or FSOUND_LOOP_OFF are supported. For FSB files, FSOUND_2D, FSOUND_HW3D, FSOUND_FORCEMONO also work.<BR>
</TD><TR VALIGN=top><TD><I>samplelist</I></TD>
<TD>Optional. Pointer to array of sample indicies to load. Leave as NULL if you want all samples to be loaded (default behaviour). See Remarks for more on this.<BR>
</TD><TR VALIGN=top><TD><I>samplelistnum</I></TD>
<TD>Optional. Number of entries in the samplelist array.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, a FMUSIC_MODULE handle is returned.<BR>
On failure, NULL is returned.<BR>
<H3>Remarks</H3>
Loading a song from a memory handle is dangerous in one respect, if the data is corrupted or truncated, then FMUSIC could crash internally trying to load it.<BR>
On PlayStation 2 the data and length pointer must be 16 byte aligned for DMA purposes.<BR>
The samplelist and samplelistnum parameters are useful for limiting the amount of data fmod loads. This feature is for the FSB format only. It is especially useful if you have a bank of sounds and want to randomize the loading a bit by telling which sounds to load with random values, and consequently which not to load.<BR>
On PlayStation 2, samplelistnum has a limit of 1536 entries.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_FreeSong.html">FMUSIC_FreeSong</A>
,
<A HREF="FMUSIC_LoadSong.html">FMUSIC_LoadSong</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_OptimizeChannels">FMUSIC_OptimizeChannels</A></H2>
This function helps with channel usage. If you are desperate for channels, and you are prepared to <BR>
let the music routines drop a few channels, then calling this function can help.<BR>
It basically doesnt try to play any new sounds if a certain channel limit is being played (including sound effects),<BR>
and the new sound is below a certain specified volume.<BR>
ie.<BR>
You set it to maxchannels = 16, and minvolume = 0x10. <BR>
In this case, the mod will play normally as long as the total number of channels being played inclusing sound effefcts is below 16<BR>
(see FSOUND_GetChannelsPlaying).<BR>
If the number of channels playing exceeds 16 (through a change in the music, or extra sound effects<BR>
are spawned, then sounds with a musician specified volume of less than 0x10 will be ignored.<BR>
The volume is based on volume column/default volume/volume set commands in the mod. master volume,<BR>
envelope volumes etc are not taken into account (this gives more control over how it will work from the<BR>
tracker).<BR>
<P>
<B>DLL_API signed char F_API </B><B> </B><B>FMUSIC_OptimizeChannels</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>int </B><B> </B><I>maxchannels</I><B>,</B><BR>
<B>int </B><B> </B><I>minvolume</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to set channel/volume optimization settings.<BR>
</TD><TR VALIGN=top><TD><I>maxchannels</I></TD>
<TD>Channel count to be mixed before fmusic starts to drop channels from the song.<BR>
</TD><TR VALIGN=top><TD><I>minvolume</I></TD>
<TD>If maxchannels is exceeded, then music channels with volumes below this value will not be<BR>
played. Range is 0-64. This is the value the tracker displays. All trackers use 0-64.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
maxchannels will default to the number of channels allocated by FSOUND, so this will never happen<BR>
by default.<BR>
minvolume will default to 0, so it will always succeed by default.<BR>
To see how many channels are currently being MIXED, use FSOUND_GetChannelsPlaying.<BR>
As a musician mentioned to me once, most of his default volumes are set fairly high, and any low end <BR>
volumes are usually echoes etc, and can afford to be dropped.<BR>
------------<BR>
Note : This function is not supported with the MIDI format.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_GetChannelsPlaying.html">FSOUND_GetChannelsPlaying</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_PlaySong">FMUSIC_PlaySong</A></H2>
Starts a song playing.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_PlaySong</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to be played.<BR>
</TD></TABLE>
<H3>Return Value</H3>
TRUE song succeeded playing<BR>
FALSE song failed playing<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_IsPlaying.html">FMUSIC_IsPlaying</A>
,
<A HREF="FMUSIC_SetLooping.html">FMUSIC_SetLooping</A>
,
<A HREF="FMUSIC_StopAllSongs.html">FMUSIC_StopAllSongs</A>
,
<A HREF="FMUSIC_StopSong.html">FMUSIC_StopSong</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetInstCallback">FMUSIC_SetInstCallback</A></H2>
Sets a user callback to occur every time a instrument is played, triggered from a MOD, S3M, XM or IT file.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetInstCallback</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>FMUSIC_CALLBACK </B><B> </B><I>callback</I><B>,</B><BR>
<B>int </B><B> </B><I>instrument</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>The module or song to set the callback for.<BR>
</TD><TR VALIGN=top><TD><I>callback</I></TD>
<TD>The callback function you supply to get called.<BR>
</TD><TR VALIGN=top><TD><I>instrument</I></TD>
<TD>Call the callback when this instrument number is triggered.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
It is important to note that this callback will be called from directly WITHIN the<BR>
mixer / music update thread, therefore it is imperative that whatever you do from this<BR>
callback be extremely efficient. If the routine takes too long then breakups in the sound<BR>
will occur, or it will basically stop mixing until you return from the function.<BR>
This sort of function is usually best for just setting a flag, or do some simple variable<BR>
manipulation, and then exiting, letting your main thread do what it needs to based on these<BR>
flags or variables.<BR>
------------<BR>
This callback is LATENCY adjusted, so that the callback happens when you HEAR the sound, not when it is mixed, for accurate synchronization.<BR>
Use FSOUND_INIT_DONTLATENCYADJUST if you want it to be called back at mix time, which is useful if you want to control the music interactively.<BR>
------------<BR>
Note : This function is not supported with the MIDI format.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_CALLBACK.html">FMUSIC_CALLBACK</A>
,
<A HREF="FMUSIC_SetOrderCallback.html">FMUSIC_SetOrderCallback</A>
,
<A HREF="FMUSIC_SetRowCallback.html">FMUSIC_SetRowCallback</A>
,
<A HREF="FMUSIC_SetZxxCallback.html">FMUSIC_SetZxxCallback</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetLooping">FMUSIC_SetLooping</A></H2>
Sets looping mode for midi and mod files.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetLooping</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>signed char </B><B> </B><I>looping</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song.<BR>
</TD><TR VALIGN=top><TD><I>looping</I></TD>
<TD>Set to TRUE to make it loop forever, or FALSE to only have it play once.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
Defaults to TRUE. To disable looping you must call this function using FALSE as the parameter.<BR>
For midi files this only takes effect before FMUSIC_PlaySong is called. For mod files this <BR>
can be called at any time including during playback.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_PlaySong.html">FMUSIC_PlaySong</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetMasterSpeed">FMUSIC_SetMasterSpeed</A></H2>
Sets a songs master speed scale, so that the song can be sped up or slowed down.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetMasterSpeed</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>F_FLOAT_API </B><B> </B><I>speed</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to have its speed scale set.<BR>
</TD><TR VALIGN=top><TD><I>speed</I></TD>
<TD>Speed scale for song. 1.0 is default. Minimum is 0 (stopped), maximum is 10.0.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetMasterVolume">FMUSIC_SetMasterVolume</A></H2>
Sets a songs master volume.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetMasterVolume</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>int </B><B> </B><I>volume</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to have its master volume set.<BR>
</TD><TR VALIGN=top><TD><I>volume</I></TD>
<TD>value from 0-256. 0 = silence, 256 = full volume.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
Note if the hardware midi synth is selected, you cannot set the master volume. <BR>
This command will only work reliably if FSOUND_INIT_USEDEFAULTMIDISYNTH is selected.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetGlobalVolume.html">FMUSIC_GetGlobalVolume</A>
,
<A HREF="FMUSIC_GetMasterVolume.html">FMUSIC_GetMasterVolume</A>
,
<A HREF="FSOUND_GetSFXMasterVolume.html">FSOUND_GetSFXMasterVolume</A>
,
<A HREF="FSOUND_SetSFXMasterVolume.html">FSOUND_SetSFXMasterVolume</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetOrder">FMUSIC_SetOrder</A></H2>
Sets a songs order position / current playing position.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetOrder</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>int </B><B> </B><I>order</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to have its order changed.<BR>
</TD><TR VALIGN=top><TD><I>order</I></TD>
<TD>Order number to jump to.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
Note : This function is not supported with the MIDI format.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetOrder.html">FMUSIC_GetOrder</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetOrderCallback">FMUSIC_SetOrderCallback</A></H2>
Sets a user callback to occur on every order divisible by the orderstep parameter, played from a MOD, S3M, XM or IT file.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetOrderCallback</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>FMUSIC_CALLBACK </B><B> </B><I>callback</I><B>,</B><BR>
<B>int </B><B> </B><I>orderstep</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>The module or song to set the callback for.<BR>
</TD><TR VALIGN=top><TD><I>callback</I></TD>
<TD>The callback function you supply to get called.<BR>
</TD><TR VALIGN=top><TD><I>orderstep</I></TD>
<TD>Call the callback every multiple of this number of orders.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
It is important to note that this callback will be called from directly WITHIN the<BR>
mixer / music update thread, therefore it is imperative that whatever you do from this<BR>
callback be extremely efficient. If the routine takes too long then breakups in the sound<BR>
will occur, or it will basically stop mixing until you return from the function.<BR>
This sort of function is usually best for just setting a flag, or do some simple variable<BR>
manipulation, and then exiting, letting your main thread do what it needs to based on these<BR>
flags or variables.<BR>
------------<BR>
This callback is LATENCY adjusted, so that the callback happens when you HEAR the sound, not when it is mixed, for accurate synchronization.<BR>
Use FSOUND_INIT_DONTLATENCYADJUST if you want it to be called back at mix time, which is useful if you want to control the music interactively.<BR>
------------<BR>
Note : This function is not supported with the MIDI format.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_CALLBACK.html">FMUSIC_CALLBACK</A>
,
<A HREF="FMUSIC_SetInstCallback.html">FMUSIC_SetInstCallback</A>
,
<A HREF="FMUSIC_SetRowCallback.html">FMUSIC_SetRowCallback</A>
,
<A HREF="FMUSIC_SetZxxCallback.html">FMUSIC_SetZxxCallback</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetPanSeperation">FMUSIC_SetPanSeperation</A></H2>
Sets the master pan seperation for a module.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetPanSeperation</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>F_FLOAT_API </B><B> </B><I>pansep</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>pansep</I></TD>
<TD>The pan scale. 1.0 means full pan seperation, 0 means mono.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
This is set to 1.0 by default.<BR>
------------<BR>
Note : This function is not supported with the MIDI format.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_SetPanSeperation.html">FSOUND_SetPanSeperation</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetPaused">FMUSIC_SetPaused</A></H2>
Pauses a song<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetPaused</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>signed char </B><B> </B><I>pause</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to be paused/unpaused.<BR>
</TD><TR VALIGN=top><TD><I>pause</I></TD>
<TD>TRUE - song should be PAUSED, FALSE - song should be UNPAUSED<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetPaused.html">FMUSIC_GetPaused</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetReverb">FMUSIC_SetReverb</A></H2>
Turns on reverb for MIDI/RMI files.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetReverb</B><B>(</B><BR>
<B>signed char </B><B> </B><I>reverb</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>reverb</I></TD>
<TD>Set to TRUE to turn MIDI reverb on, FALSE to turn MIDI reverb off.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
Reverb may be enabled through software emulation in the future for MOD based formats.<BR>
___________________<BR>
Supported on the following platforms : Win32<BR>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetRowCallback">FMUSIC_SetRowCallback</A></H2>
Sets a user callback to occur on every row divisible by the rowstep parameter, played from a MOD, S3M, XM or IT file.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetRowCallback</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>FMUSIC_CALLBACK </B><B> </B><I>callback</I><B>,</B><BR>
<B>int </B><B> </B><I>rowstep</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>The module or song to set the callback for.<BR>
</TD><TR VALIGN=top><TD><I>callback</I></TD>
<TD>The callback function you supply to get called.<BR>
</TD><TR VALIGN=top><TD><I>rowstep</I></TD>
<TD>Call the callback every multiple of this number of rows.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
It is important to note that this callback will be called from directly WITHIN the<BR>
mixer / music update thread, therefore it is imperative that whatever you do from this<BR>
callback be extremely efficient. If the routine takes too long then breakups in the sound<BR>
will occur, or it will basically stop mixing until you return from the function.<BR>
This sort of function is usually best for just setting a flag, or do some simple variable<BR>
manipulation, and then exiting, letting your main thread do what it needs to based on these<BR>
flags or variables.<BR>
------------<BR>
This callback is LATENCY adjusted, so that the callback happens when you HEAR the sound, not when it is mixed, for accurate synchronization.<BR>
Use FSOUND_INIT_DONTLATENCYADJUST if you want it to be called back at mix time, which is useful if you want to control the music interactively.<BR>
------------<BR>
Note : This function is not supported with the MIDI format.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_CALLBACK.html">FMUSIC_CALLBACK</A>
,
<A HREF="FMUSIC_SetInstCallback.html">FMUSIC_SetInstCallback</A>
,
<A HREF="FMUSIC_SetOrderCallback.html">FMUSIC_SetOrderCallback</A>
,
<A HREF="FMUSIC_SetZxxCallback.html">FMUSIC_SetZxxCallback</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetSample">FMUSIC_SetSample</A></H2>
Replaces a mod's sample with a sample definition specified.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetSample</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>int </B><B> </B><I>sampno</I><B>,</B><BR>
<B>FSOUND_SAMPLE *</B><I>sptr</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to set the sample for.<BR>
</TD><TR VALIGN=top><TD><I>sampno</I></TD>
<TD>index to sample inside module.<BR>
</TD><TR VALIGN=top><TD><I>sptr</I></TD>
<TD>Pointer to the sample definition to replace mod sample<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
Because of the instrument nature of some formats like XM, this function lists all the samples in order of instruments and their subsamples.<BR>
ie if instrument 1 has 2 samples and instrument 2 contains 3 samples, then sampno in this case would be 0 and 1 for instrument 1's samples, and 2,3 & 4 for instrument 2's samples. <BR>
------------<BR>
FMOD does not free the existing mod sample that you may be overwriting. If you do overwrite an existing handle, it may be lost, and you may incur a memory leak. It is a good idea to free the existing sample first before overwriting it.<BR>
------------<BR>
Important: For PlayStation 2, this function has to do a blocking query to the IOP, and can take significantly more time than a standard non blocking fmod function. This means it is best to cache the pointers for samples while loading, and not call this function in realtime.<BR>
------------<BR>
This function is not supported with the MIDI format.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetSample.html">FMUSIC_GetSample</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetUserData">FMUSIC_SetUserData</A></H2>
Sets a user defined value to store with the music file to be retrieved later.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetUserData</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>void *</B><I>userdata</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song.<BR>
</TD><TR VALIGN=top><TD><I>userdata</I></TD>
<TD>Value to store with music object.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_GetUserData.html">FMUSIC_GetUserData</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_SetZxxCallback">FMUSIC_SetZxxCallback</A></H2>
Sets a user callback for any Zxx commands encountered in an S3M, XM or IT file.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_SetZxxCallback</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><B>,</B><BR>
<B>FMUSIC_CALLBACK </B><B> </B><I>callback</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>The module or song to set the callback for.<BR>
</TD><TR VALIGN=top><TD><I>callback</I></TD>
<TD>The callback function you supply to get called upon execution of a Zxx command.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
The value passed into the param parameter of the callback is the xx value specified in the Zxx<BR>
command by the musician.<BR>
------------<BR>
It is important to note that this callback will be called from directly WITHIN the<BR>
mixer / music update thread, therefore it is imperative that whatever you do from this<BR>
callback be extremely efficient. If the routine takes too long then breakups in the sound<BR>
will occur, or it will basically stop mixing until you return from the function.<BR>
This sort of function is usually best for just setting a flag, or do some simple variable<BR>
manipulation, and then exiting, letting your main thread do what it needs to based on these<BR>
flags or variables.<BR>
------------<BR>
This callback is LATENCY adjusted by default, so that the callback happens when you HEAR the sound, not when it is mixed, for accurate synchronization.<BR>
Use FSOUND_INIT_DONTLATENCYADJUST if you want it to be called back at mix time, which is useful if you want to control the music interactively.<BR>
------------<BR>
Note : This function is not supported with the MIDI format.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_CALLBACK.html">FMUSIC_CALLBACK</A>
,
<A HREF="FMUSIC_SetInstCallback.html">FMUSIC_SetInstCallback</A>
,
<A HREF="FMUSIC_SetOrderCallback.html">FMUSIC_SetOrderCallback</A>
,
<A HREF="FMUSIC_SetRowCallback.html">FMUSIC_SetRowCallback</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_StopAllSongs">FMUSIC_StopAllSongs</A></H2>
Stops all songs from playing. This is useful if you have multiple songs playing at once and<BR>
want a quick way to stop them<BR>
<P>
<B>void F_API </B><B> </B><B>FMUSIC_StopAllSongs</B><B>(</B><BR>
<B>);</B><BR>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_PlaySong.html">FMUSIC_PlaySong</A>
,
<A HREF="FMUSIC_StopSong.html">FMUSIC_StopSong</A>
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<A HREF="FMUSIC.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FMUSIC_StopSong">FMUSIC_StopSong</A></H2>
Stops a song from playing.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FMUSIC_StopSong</B><B>(</B><BR>
<B>FMUSIC_MODULE *</B><I>mod</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>mod</I></TD>
<TD>Pointer to the song to be stopped.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FMUSIC_PlaySong.html">FMUSIC_PlaySong</A>
,
<A HREF="FMUSIC_StopAllSongs.html">FMUSIC_StopAllSongs</A>
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<A HREF="FSOUND.html#Enums"><H5>[Enum]</A></H5>
<H2><A NAME="FMUSIC_TYPES">FMUSIC_TYPES</A></H2>
These definitions describe the type of song being played.<BR>
<P>
<H3>Enumerators</H3>
<TABLE>
<TR VALIGN=top><TD><I>FMUSIC_TYPE_NONE</I></TD>
<TD></TD><TR VALIGN=top><TD><I>FMUSIC_TYPE_MOD</I></TD>
<TD>/* Protracker / Fasttracker */<BR>
</TD><TR VALIGN=top><TD><I>FMUSIC_TYPE_S3M</I></TD>
<TD>/* ScreamTracker 3 */<BR>
</TD><TR VALIGN=top><TD><I>FMUSIC_TYPE_XM</I></TD>
<TD>/* FastTracker 2 */<BR>
</TD><TR VALIGN=top><TD><I>FMUSIC_TYPE_IT</I></TD>
<TD>/* Impulse Tracker. */<BR>
</TD><TR VALIGN=top><TD><I>FMUSIC_TYPE_MIDI</I></TD>
<TD>/* MIDI file */<BR>
</TD><TR VALIGN=top><TD><I>FMUSIC_TYPE_FSB</I></TD>
<TD>/* FMOD Sample Bank file */<BR>
</TD></TABLE>
<H3>See Also</H3>
<A HREF="FMUSIC_GetType.html">FMUSIC_GetType</A>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<H1>FSOUND API Reference</H1>
FSOUND Api. Use this to play sounds, streams, cd's etc<BR>
<P>
<A HREF="#Functions">Functions</A> , <A HREF="#Structures">Structures</A> , <A HREF="#Defines">Defines</A> , <A HREF="#Enums">Enums</A>
<H2><div id=Functionskeyplus style="display:none">
<span id=Functions class=Outline style="cursor: hand; ">+ </span>
<A NAME="Functions"><u id=Functions class=Outline style="cursor: hand; ">Functions</u></A>
</div>
</H2>
<H2><div id=Functionskeyminus style="display">
<span id=Functions class=Outline style="cursor: hand; ">- </span>
<A NAME="Functions"><u id=Functions class=Outline style="cursor: hand; ">Functions</u></A>
</div>
</H2>
<div id=Functionsdetails style="display; position:relative; left:12;">
<A HREF="FSOUND_3D_GetAttributes.html">FSOUND_3D_GetAttributes</A><BR>
<A HREF="FSOUND_3D_GetMinMaxDistance.html">FSOUND_3D_GetMinMaxDistance</A><BR>
<A HREF="FSOUND_3D_Listener_GetAttributes.html">FSOUND_3D_Listener_GetAttributes</A><BR>
<A HREF="FSOUND_3D_Listener_SetAttributes.html">FSOUND_3D_Listener_SetAttributes</A><BR>
<A HREF="FSOUND_3D_Listener_SetCurrent.html">FSOUND_3D_Listener_SetCurrent</A><BR>
<A HREF="FSOUND_3D_SetAttributes.html">FSOUND_3D_SetAttributes</A><BR>
<A HREF="FSOUND_3D_SetDistanceFactor.html">FSOUND_3D_SetDistanceFactor</A><BR>
<A HREF="FSOUND_3D_SetDopplerFactor.html">FSOUND_3D_SetDopplerFactor</A><BR>
<A HREF="FSOUND_3D_SetMinMaxDistance.html">FSOUND_3D_SetMinMaxDistance</A><BR>
<A HREF="FSOUND_3D_SetRolloffFactor.html">FSOUND_3D_SetRolloffFactor</A><BR>
<A HREF="FSOUND_ALLOCCALLBACK.html">FSOUND_ALLOCCALLBACK</A><BR>
<A HREF="FSOUND_CD_GetNumTracks.html">FSOUND_CD_GetNumTracks</A><BR>
<A HREF="FSOUND_CD_GetPaused.html">FSOUND_CD_GetPaused</A><BR>
<A HREF="FSOUND_CD_GetTrack.html">FSOUND_CD_GetTrack</A><BR>
<A HREF="FSOUND_CD_GetTrackLength.html">FSOUND_CD_GetTrackLength</A><BR>
<A HREF="FSOUND_CD_GetTrackTime.html">FSOUND_CD_GetTrackTime</A><BR>
<A HREF="FSOUND_CD_GetVolume.html">FSOUND_CD_GetVolume</A><BR>
<A HREF="FSOUND_CD_OpenTray.html">FSOUND_CD_OpenTray</A><BR>
<A HREF="FSOUND_CD_Play.html">FSOUND_CD_Play</A><BR>
<A HREF="FSOUND_CD_SetPaused.html">FSOUND_CD_SetPaused</A><BR>
<A HREF="FSOUND_CD_SetPlayMode.html">FSOUND_CD_SetPlayMode</A><BR>
<A HREF="FSOUND_CD_SetTrackTime.html">FSOUND_CD_SetTrackTime</A><BR>
<A HREF="FSOUND_CD_SetVolume.html">FSOUND_CD_SetVolume</A><BR>
<A HREF="FSOUND_CD_Stop.html">FSOUND_CD_Stop</A><BR>
<A HREF="FSOUND_Close.html">FSOUND_Close</A><BR>
<A HREF="FSOUND_CLOSECALLBACK.html">FSOUND_CLOSECALLBACK</A><BR>
<A HREF="FSOUND_DSP_ClearMixBuffer.html">FSOUND_DSP_ClearMixBuffer</A><BR>
<A HREF="FSOUND_DSP_Create.html">FSOUND_DSP_Create</A><BR>
<A HREF="FSOUND_DSP_Free.html">FSOUND_DSP_Free</A><BR>
<A HREF="FSOUND_DSP_GetActive.html">FSOUND_DSP_GetActive</A><BR>
<A HREF="FSOUND_DSP_GetBufferLength.html">FSOUND_DSP_GetBufferLength</A><BR>
<A HREF="FSOUND_DSP_GetBufferLengthTotal.html">FSOUND_DSP_GetBufferLengthTotal</A><BR>
<A HREF="FSOUND_DSP_GetClearUnit.html">FSOUND_DSP_GetClearUnit</A><BR>
<A HREF="FSOUND_DSP_GetClipAndCopyUnit.html">FSOUND_DSP_GetClipAndCopyUnit</A><BR>
<A HREF="FSOUND_DSP_GetFFTUnit.html">FSOUND_DSP_GetFFTUnit</A><BR>
<A HREF="FSOUND_DSP_GetMusicUnit.html">FSOUND_DSP_GetMusicUnit</A><BR>
<A HREF="FSOUND_DSP_GetPriority.html">FSOUND_DSP_GetPriority</A><BR>
<A HREF="FSOUND_DSP_GetSFXUnit.html">FSOUND_DSP_GetSFXUnit</A><BR>
<A HREF="FSOUND_DSP_GetSpectrum.html">FSOUND_DSP_GetSpectrum</A><BR>
<A HREF="FSOUND_DSP_MixBuffers.html">FSOUND_DSP_MixBuffers</A><BR>
<A HREF="FSOUND_DSP_SetActive.html">FSOUND_DSP_SetActive</A><BR>
<A HREF="FSOUND_DSP_SetPriority.html">FSOUND_DSP_SetPriority</A><BR>
<A HREF="FSOUND_DSPCALLBACK.html">FSOUND_DSPCALLBACK</A><BR>
<A HREF="FSOUND_File_SetCallbacks.html">FSOUND_File_SetCallbacks</A><BR>
<A HREF="FSOUND_FREECALLBACK.html">FSOUND_FREECALLBACK</A><BR>
<A HREF="FSOUND_FX_Disable.html">FSOUND_FX_Disable</A><BR>
<A HREF="FSOUND_FX_Enable.html">FSOUND_FX_Enable</A><BR>
<A HREF="FSOUND_FX_SetChorus.html">FSOUND_FX_SetChorus</A><BR>
<A HREF="FSOUND_FX_SetCompressor.html">FSOUND_FX_SetCompressor</A><BR>
<A HREF="FSOUND_FX_SetDistortion.html">FSOUND_FX_SetDistortion</A><BR>
<A HREF="FSOUND_FX_SetEcho.html">FSOUND_FX_SetEcho</A><BR>
<A HREF="FSOUND_FX_SetFlanger.html">FSOUND_FX_SetFlanger</A><BR>
<A HREF="FSOUND_FX_SetGargle.html">FSOUND_FX_SetGargle</A><BR>
<A HREF="FSOUND_FX_SetI3DL2Reverb.html">FSOUND_FX_SetI3DL2Reverb</A><BR>
<A HREF="FSOUND_FX_SetParamEQ.html">FSOUND_FX_SetParamEQ</A><BR>
<A HREF="FSOUND_FX_SetWavesReverb.html">FSOUND_FX_SetWavesReverb</A><BR>
<A HREF="FSOUND_GetAmplitude.html">FSOUND_GetAmplitude</A><BR>
<A HREF="FSOUND_GetChannelsPlaying.html">FSOUND_GetChannelsPlaying</A><BR>
<A HREF="FSOUND_GetCPUUsage.html">FSOUND_GetCPUUsage</A><BR>
<A HREF="FSOUND_GetCurrentLevels.html">FSOUND_GetCurrentLevels</A><BR>
<A HREF="FSOUND_GetCurrentPosition.html">FSOUND_GetCurrentPosition</A><BR>
<A HREF="FSOUND_GetCurrentSample.html">FSOUND_GetCurrentSample</A><BR>
<A HREF="FSOUND_GetDriver.html">FSOUND_GetDriver</A><BR>
<A HREF="FSOUND_GetDriverCaps.html">FSOUND_GetDriverCaps</A><BR>
<A HREF="FSOUND_GetDriverName.html">FSOUND_GetDriverName</A><BR>
<A HREF="FSOUND_GetError.html">FSOUND_GetError</A><BR>
<A HREF="FSOUND_GetFreeHWRam.html">FSOUND_GetFreeHWRam</A><BR>
<A HREF="FSOUND_GetFrequency.html">FSOUND_GetFrequency</A><BR>
<A HREF="FSOUND_GetLoopMode.html">FSOUND_GetLoopMode</A><BR>
<A HREF="FSOUND_GetMaxChannels.html">FSOUND_GetMaxChannels</A><BR>
<A HREF="FSOUND_GetMaxSamples.html">FSOUND_GetMaxSamples</A><BR>
<A HREF="FSOUND_GetMemoryStats.html">FSOUND_GetMemoryStats</A><BR>
<A HREF="FSOUND_GetMixer.html">FSOUND_GetMixer</A><BR>
<A HREF="FSOUND_GetMute.html">FSOUND_GetMute</A><BR>
<A HREF="FSOUND_GetNumDrivers.html">FSOUND_GetNumDrivers</A><BR>
<A HREF="FSOUND_GetNumHWChannels.html">FSOUND_GetNumHWChannels</A><BR>
<A HREF="FSOUND_GetNumSubChannels.html">FSOUND_GetNumSubChannels</A><BR>
<A HREF="FSOUND_GetOutput.html">FSOUND_GetOutput</A><BR>
<A HREF="FSOUND_GetOutputHandle.html">FSOUND_GetOutputHandle</A><BR>
<A HREF="FSOUND_GetOutputRate.html">FSOUND_GetOutputRate</A><BR>
<A HREF="FSOUND_GetPan.html">FSOUND_GetPan</A><BR>
<A HREF="FSOUND_GetPaused.html">FSOUND_GetPaused</A><BR>
<A HREF="FSOUND_GetPriority.html">FSOUND_GetPriority</A><BR>
<A HREF="FSOUND_GetReserved.html">FSOUND_GetReserved</A><BR>
<A HREF="FSOUND_GetSFXMasterVolume.html">FSOUND_GetSFXMasterVolume</A><BR>
<A HREF="FSOUND_GetSpeakerMode.html">FSOUND_GetSpeakerMode</A><BR>
<A HREF="FSOUND_GetSubChannel.html">FSOUND_GetSubChannel</A><BR>
<A HREF="FSOUND_GetSurround.html">FSOUND_GetSurround</A><BR>
<A HREF="FSOUND_GetVersion.html">FSOUND_GetVersion</A><BR>
<A HREF="FSOUND_GetVolume.html">FSOUND_GetVolume</A><BR>
<A HREF="FSOUND_Init.html">FSOUND_Init</A><BR>
<A HREF="FSOUND_IOP_Alloc.html">FSOUND_IOP_Alloc</A><BR>
<A HREF="FSOUND_IOP_Free.html">FSOUND_IOP_Free</A><BR>
<A HREF="FSOUND_IsPlaying.html">FSOUND_IsPlaying</A><BR>
<A HREF="FSOUND_METADATACALLBACK.html">FSOUND_METADATACALLBACK</A><BR>
<A HREF="FSOUND_OPENCALLBACK.html">FSOUND_OPENCALLBACK</A><BR>
<A HREF="FSOUND_PlaySound.html">FSOUND_PlaySound</A><BR>
<A HREF="FSOUND_PlaySoundEx.html">FSOUND_PlaySoundEx</A><BR>
<A HREF="FSOUND_READCALLBACK.html">FSOUND_READCALLBACK</A><BR>
<A HREF="FSOUND_REALLOCCALLBACK.html">FSOUND_REALLOCCALLBACK</A><BR>
<A HREF="FSOUND_Record_GetDriver.html">FSOUND_Record_GetDriver</A><BR>
<A HREF="FSOUND_Record_GetDriverName.html">FSOUND_Record_GetDriverName</A><BR>
<A HREF="FSOUND_Record_GetNumDrivers.html">FSOUND_Record_GetNumDrivers</A><BR>
<A HREF="FSOUND_Record_GetPosition.html">FSOUND_Record_GetPosition</A><BR>
<A HREF="FSOUND_Record_SetDriver.html">FSOUND_Record_SetDriver</A><BR>
<A HREF="FSOUND_Record_StartSample.html">FSOUND_Record_StartSample</A><BR>
<A HREF="FSOUND_Record_Stop.html">FSOUND_Record_Stop</A><BR>
<A HREF="FSOUND_Reverb_GetChannelProperties.html">FSOUND_Reverb_GetChannelProperties</A><BR>
<A HREF="FSOUND_Reverb_GetProperties.html">FSOUND_Reverb_GetProperties</A><BR>
<A HREF="FSOUND_Reverb_SetChannelProperties.html">FSOUND_Reverb_SetChannelProperties</A><BR>
<A HREF="FSOUND_Reverb_SetProperties.html">FSOUND_Reverb_SetProperties</A><BR>
<A HREF="FSOUND_Sample_Alloc.html">FSOUND_Sample_Alloc</A><BR>
<A HREF="FSOUND_Sample_Free.html">FSOUND_Sample_Free</A><BR>
<A HREF="FSOUND_Sample_Get.html">FSOUND_Sample_Get</A><BR>
<A HREF="FSOUND_Sample_GetDefaults.html">FSOUND_Sample_GetDefaults</A><BR>
<A HREF="FSOUND_Sample_GetDefaultsEx.html">FSOUND_Sample_GetDefaultsEx</A><BR>
<A HREF="FSOUND_Sample_GetLength.html">FSOUND_Sample_GetLength</A><BR>
<A HREF="FSOUND_Sample_GetLoopPoints.html">FSOUND_Sample_GetLoopPoints</A><BR>
<A HREF="FSOUND_Sample_GetMinMaxDistance.html">FSOUND_Sample_GetMinMaxDistance</A><BR>
<A HREF="FSOUND_Sample_GetMode.html">FSOUND_Sample_GetMode</A><BR>
<A HREF="FSOUND_Sample_GetName.html">FSOUND_Sample_GetName</A><BR>
<A HREF="FSOUND_Sample_Load.html">FSOUND_Sample_Load</A><BR>
<A HREF="FSOUND_Sample_Lock.html">FSOUND_Sample_Lock</A><BR>
<A HREF="FSOUND_Sample_SetDefaults.html">FSOUND_Sample_SetDefaults</A><BR>
<A HREF="FSOUND_Sample_SetDefaultsEx.html">FSOUND_Sample_SetDefaultsEx</A><BR>
<A HREF="FSOUND_Sample_SetLoopPoints.html">FSOUND_Sample_SetLoopPoints</A><BR>
<A HREF="FSOUND_Sample_SetMaxPlaybacks.html">FSOUND_Sample_SetMaxPlaybacks</A><BR>
<A HREF="FSOUND_Sample_SetMinMaxDistance.html">FSOUND_Sample_SetMinMaxDistance</A><BR>
<A HREF="FSOUND_Sample_SetMode.html">FSOUND_Sample_SetMode</A><BR>
<A HREF="FSOUND_Sample_Unlock.html">FSOUND_Sample_Unlock</A><BR>
<A HREF="FSOUND_Sample_Upload.html">FSOUND_Sample_Upload</A><BR>
<A HREF="FSOUND_SEEKCALLBACK.html">FSOUND_SEEKCALLBACK</A><BR>
<A HREF="FSOUND_SendData.html">FSOUND_SendData</A><BR>
<A HREF="FSOUND_SetBufferSize.html">FSOUND_SetBufferSize</A><BR>
<A HREF="FSOUND_SetCurrentPosition.html">FSOUND_SetCurrentPosition</A><BR>
<A HREF="FSOUND_SetDiskBusy.html">FSOUND_SetDiskBusy</A><BR>
<A HREF="FSOUND_SetDriver.html">FSOUND_SetDriver</A><BR>
<A HREF="FSOUND_SetFrequency.html">FSOUND_SetFrequency</A><BR>
<A HREF="FSOUND_SetHWND.html">FSOUND_SetHWND</A><BR>
<A HREF="FSOUND_SetLevels.html">FSOUND_SetLevels</A><BR>
<A HREF="FSOUND_SetLoopMode.html">FSOUND_SetLoopMode</A><BR>
<A HREF="FSOUND_SetMaxHardwareChannels.html">FSOUND_SetMaxHardwareChannels</A><BR>
<A HREF="FSOUND_SetMemorySystem.html">FSOUND_SetMemorySystem</A><BR>
<A HREF="FSOUND_SetMinHardwareChannels.html">FSOUND_SetMinHardwareChannels</A><BR>
<A HREF="FSOUND_SetMixer.html">FSOUND_SetMixer</A><BR>
<A HREF="FSOUND_SetMute.html">FSOUND_SetMute</A><BR>
<A HREF="FSOUND_SetOutput.html">FSOUND_SetOutput</A><BR>
<A HREF="FSOUND_SetPan.html">FSOUND_SetPan</A><BR>
<A HREF="FSOUND_SetPanSeperation.html">FSOUND_SetPanSeperation</A><BR>
<A HREF="FSOUND_SetPaused.html">FSOUND_SetPaused</A><BR>
<A HREF="FSOUND_SetPriority.html">FSOUND_SetPriority</A><BR>
<A HREF="FSOUND_SetReserved.html">FSOUND_SetReserved</A><BR>
<A HREF="FSOUND_SetSFXMasterVolume.html">FSOUND_SetSFXMasterVolume</A><BR>
<A HREF="FSOUND_SetSpeakerMode.html">FSOUND_SetSpeakerMode</A><BR>
<A HREF="FSOUND_SetSurround.html">FSOUND_SetSurround</A><BR>
<A HREF="FSOUND_SetVolume.html">FSOUND_SetVolume</A><BR>
<A HREF="FSOUND_SetVolumeAbsolute.html">FSOUND_SetVolumeAbsolute</A><BR>
<A HREF="FSOUND_SPU2_Alloc.html">FSOUND_SPU2_Alloc</A><BR>
<A HREF="FSOUND_SPU2_Free.html">FSOUND_SPU2_Free</A><BR>
<A HREF="FSOUND_SPU2_GetRawAddress.html">FSOUND_SPU2_GetRawAddress</A><BR>
<A HREF="FSOUND_StopSound.html">FSOUND_StopSound</A><BR>
<A HREF="FSOUND_Stream_AddSyncPoint.html">FSOUND_Stream_AddSyncPoint</A><BR>
<A HREF="FSOUND_Stream_Close.html">FSOUND_Stream_Close</A><BR>
<A HREF="FSOUND_Stream_Create.html">FSOUND_Stream_Create</A><BR>
<A HREF="FSOUND_Stream_CreateDSP.html">FSOUND_Stream_CreateDSP</A><BR>
<A HREF="FSOUND_Stream_DeleteSyncPoint.html">FSOUND_Stream_DeleteSyncPoint</A><BR>
<A HREF="FSOUND_Stream_FindTagField.html">FSOUND_Stream_FindTagField</A><BR>
<A HREF="FSOUND_Stream_GetLength.html">FSOUND_Stream_GetLength</A><BR>
<A HREF="FSOUND_Stream_GetLengthMs.html">FSOUND_Stream_GetLengthMs</A><BR>
<A HREF="FSOUND_Stream_GetMode.html">FSOUND_Stream_GetMode</A><BR>
<A HREF="FSOUND_Stream_GetNumSubStreams.html">FSOUND_Stream_GetNumSubStreams</A><BR>
<A HREF="FSOUND_Stream_GetNumSyncPoints.html">FSOUND_Stream_GetNumSyncPoints</A><BR>
<A HREF="FSOUND_Stream_GetNumTagFields.html">FSOUND_Stream_GetNumTagFields</A><BR>
<A HREF="FSOUND_Stream_GetOpenState.html">FSOUND_Stream_GetOpenState</A><BR>
<A HREF="FSOUND_Stream_GetPosition.html">FSOUND_Stream_GetPosition</A><BR>
<A HREF="FSOUND_Stream_GetSample.html">FSOUND_Stream_GetSample</A><BR>
<A HREF="FSOUND_Stream_GetSyncPoint.html">FSOUND_Stream_GetSyncPoint</A><BR>
<A HREF="FSOUND_Stream_GetSyncPointInfo.html">FSOUND_Stream_GetSyncPointInfo</A><BR>
<A HREF="FSOUND_Stream_GetTagField.html">FSOUND_Stream_GetTagField</A><BR>
<A HREF="FSOUND_Stream_GetTime.html">FSOUND_Stream_GetTime</A><BR>
<A HREF="FSOUND_Stream_Net_GetBufferProperties.html">FSOUND_Stream_Net_GetBufferProperties</A><BR>
<A HREF="FSOUND_Stream_Net_GetLastServerStatus.html">FSOUND_Stream_Net_GetLastServerStatus</A><BR>
<A HREF="FSOUND_Stream_Net_GetStatus.html">FSOUND_Stream_Net_GetStatus</A><BR>
<A HREF="FSOUND_Stream_Net_SetBufferProperties.html">FSOUND_Stream_Net_SetBufferProperties</A><BR>
<A HREF="FSOUND_Stream_Net_SetMetadataCallback.html">FSOUND_Stream_Net_SetMetadataCallback</A><BR>
<A HREF="FSOUND_Stream_Net_SetProxy.html">FSOUND_Stream_Net_SetProxy</A><BR>
<A HREF="FSOUND_Stream_Net_SetTimeout.html">FSOUND_Stream_Net_SetTimeout</A><BR>
<A HREF="FSOUND_Stream_Open.html">FSOUND_Stream_Open</A><BR>
<A HREF="FSOUND_Stream_OpenFromHandle.html">FSOUND_Stream_OpenFromHandle</A><BR>
<A HREF="FSOUND_Stream_Play.html">FSOUND_Stream_Play</A><BR>
<A HREF="FSOUND_Stream_PlayEx.html">FSOUND_Stream_PlayEx</A><BR>
<A HREF="FSOUND_Stream_SetBufferSize.html">FSOUND_Stream_SetBufferSize</A><BR>
<A HREF="FSOUND_Stream_SetEndCallback.html">FSOUND_Stream_SetEndCallback</A><BR>
<A HREF="FSOUND_Stream_SetLoopCount.html">FSOUND_Stream_SetLoopCount</A><BR>
<A HREF="FSOUND_Stream_SetLoopPoints.html">FSOUND_Stream_SetLoopPoints</A><BR>
<A HREF="FSOUND_Stream_SetMode.html">FSOUND_Stream_SetMode</A><BR>
<A HREF="FSOUND_Stream_SetPosition.html">FSOUND_Stream_SetPosition</A><BR>
<A HREF="FSOUND_Stream_SetSubStream.html">FSOUND_Stream_SetSubStream</A><BR>
<A HREF="FSOUND_Stream_SetSubStreamSentence.html">FSOUND_Stream_SetSubStreamSentence</A><BR>
<A HREF="FSOUND_Stream_SetSyncCallback.html">FSOUND_Stream_SetSyncCallback</A><BR>
<A HREF="FSOUND_Stream_SetTime.html">FSOUND_Stream_SetTime</A><BR>
<A HREF="FSOUND_Stream_Stop.html">FSOUND_Stream_Stop</A><BR>
<A HREF="FSOUND_STREAMCALLBACK.html">FSOUND_STREAMCALLBACK</A><BR>
<A HREF="FSOUND_TELLCALLBACK.html">FSOUND_TELLCALLBACK</A><BR>
<A HREF="FSOUND_Update.html">FSOUND_Update</A><BR>
<A HREF="sceSifAddCmdHandler.html">sceSifAddCmdHandler</A><BR>
</div>
<H2><div id=Structureskeyplus style="display:none">
<span id=Structures class=Outline style="cursor: hand; ">+ </span>
<A NAME="Structures"><u id=Structures class=Outline style="cursor: hand; ">Structures</u></A>
</div>
</H2>
<H2><div id=Structureskeyminus style="display">
<span id=Structures class=Outline style="cursor: hand; ">- </span>
<A NAME="Structures"><u id=Structures class=Outline style="cursor: hand; ">Structures</u></A>
</div>
</H2>
<div id=Structuresdetails style="display; position:relative; left:12;">
<A HREF="FSOUND_REVERB_CHANNELPROPERTIES.html">FSOUND_REVERB_CHANNELPROPERTIES</A><BR>
<A HREF="FSOUND_REVERB_PROPERTIES.html">FSOUND_REVERB_PROPERTIES</A><BR>
<A HREF="FSOUND_TOC_TAG.html">FSOUND_TOC_TAG</A><BR>
</div>
<H2><div id=Defineskeyplus style="display:none">
<span id=Defines class=Outline style="cursor: hand; ">+ </span>
<A NAME="Defines"><u id=Defines class=Outline style="cursor: hand; ">Defines</u></A>
</div>
</H2>
<H2><div id=Defineskeyminus style="display">
<span id=Defines class=Outline style="cursor: hand; ">- </span>
<A NAME="Defines"><u id=Defines class=Outline style="cursor: hand; ">Defines</u></A>
</div>
</H2>
<div id=Definesdetails style="display; position:relative; left:12;">
<A HREF="FSOUND_CAPS.html">FSOUND_CAPS</A><BR>
<A HREF="FSOUND_CDPLAYMODES.html">FSOUND_CDPLAYMODES</A><BR>
<A HREF="FSOUND_DSP_PRIORITIES.html">FSOUND_DSP_PRIORITIES</A><BR>
<A HREF="FSOUND_INIT_FLAGS.html">FSOUND_INIT_FLAGS</A><BR>
<A HREF="FSOUND_MISC_VALUES.html">FSOUND_MISC_VALUES</A><BR>
<A HREF="FSOUND_MODES.html">FSOUND_MODES</A><BR>
<A HREF="FSOUND_REVERB_CHANNELFLAGS.html">FSOUND_REVERB_CHANNELFLAGS</A><BR>
<A HREF="FSOUND_REVERB_FLAGS.html">FSOUND_REVERB_FLAGS</A><BR>
<A HREF="FSOUND_REVERB_PRESETS.html">FSOUND_REVERB_PRESETS</A><BR>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_3D_GetAttributes">FSOUND_3D_GetAttributes</A></H2>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_3D_GetAttributes</B><B>(</B><BR>
<B>int </B><B> </B><I>channel</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>pos</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>vel</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>channel</I></TD>
<TD>Channel you want to get 3d information from<BR>
</TD><TR VALIGN=top><TD><I>pos</I></TD>
<TD>Pointer to a position vector (xyz float triplet) of the emitter in world space, measured in distance units.<BR>
This can be NULL to ignore it.<BR>
</TD><TR VALIGN=top><TD><I>vel</I></TD>
<TD>Pointer to a velocity vector (xyz float triplet), of the emitter measured in distance units PER SECOND.<BR>
This can be NULL to ignore it.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
A 'distance unit' is specified by FSOUND_3D_SetDistanceFactor. By default this is set to meters which is a distance scale of 1.0. <BR>
See FSOUND_3D_SetDistanceFactor for more on this.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_3D_Listener_SetAttributes.html">FSOUND_3D_Listener_SetAttributes</A>
,
<A HREF="FSOUND_3D_SetAttributes.html">FSOUND_3D_SetAttributes</A>
,
<A HREF="FSOUND_3D_SetDistanceFactor.html">FSOUND_3D_SetDistanceFactor</A>
,
<A HREF="FSOUND_Sample_SetMinMaxDistance.html">FSOUND_Sample_SetMinMaxDistance</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_3D_GetMinMaxDistance">FSOUND_3D_GetMinMaxDistance</A></H2>
Returns the current min and max distance for a channel.<BR>
<P>
<B>DLL_API signed char F_API </B><B> </B><B>FSOUND_3D_GetMinMaxDistance</B><B>(</B><BR>
<B>int </B><B> </B><I>channel</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>mindistance</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>maxdistance</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>channel</I></TD>
<TD>Channel number/handle to retrieve min and max distance from.<BR>
</TD><TR VALIGN=top><TD><I>mindistance</I></TD>
<TD>Pointer to a floating point value to store mindistance.<BR>
</TD><TR VALIGN=top><TD><I>maxdistance</I></TD>
<TD>Pointer to a floating point value to store maxdistance.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_3D_SetAttributes.html">FSOUND_3D_SetAttributes</A>
,
<A HREF="FSOUND_3D_SetMinMaxDistance.html">FSOUND_3D_SetMinMaxDistance</A>
,
<A HREF="FSOUND_Sample_SetMinMaxDistance.html">FSOUND_Sample_SetMinMaxDistance</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_3D_Listener_GetAttributes">FSOUND_3D_Listener_GetAttributes</A></H2>
This retrieves the position, velocity and orientation of a 3d sound listener.<BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_3D_Listener_GetAttributes</B><B>(</B><BR>
<B>F_FLOAT_API *</B><I>pos</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>vel</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>fx</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>fy</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>fz</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>tx</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>ty</I><B>,</B><BR>
<B>F_FLOAT_API *</B><I>tz</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>pos</I></TD>
<TD>Pointer to a position vector (xyz float triplet), of the listener in world space, <BR>
measured in distance units.<BR>
This can be NULL to ignore it.<BR>
</TD><TR VALIGN=top><TD><I>vel</I></TD>
<TD>Pointer to a velocity vector (xyz float triplet), of the listener measured in <BR>
distance units PER SECOND.<BR>
This can be NULL to ignore it.<BR>
</TD><TR VALIGN=top><TD><I>fx</I></TD>
<TD>pointer to x component of a FORWARD unit length orientation vector<BR>
This can be NULL to ignore it.<BR>
</TD><TR VALIGN=top><TD><I>fy</I></TD>
<TD>pointer to y component of a FORWARD unit length orientation vector<BR>
This can be NULL to ignore it.<BR>
</TD><TR VALIGN=top><TD><I>fz</I></TD>
<TD>pointer to z component of a FORWARD unit length orientation vector<BR>
This can be NULL to ignore it.<BR>
</TD><TR VALIGN=top><TD><I>tx</I></TD>
<TD>pointer to x component of a TOP or upwards facing unit length orientation vector<BR>
This can be NULL to ignore it.<BR>
</TD><TR VALIGN=top><TD><I>ty</I></TD>
<TD>pointer to y component of a TOP or upwards facing unit length orientation vector<BR>
This can be NULL to ignore it.<BR>
</TD><TR VALIGN=top><TD><I>tz</I></TD>
<TD>pointer to z component of a TOP or upwards facing unit length orientation vector<BR>
This can be NULL to ignore it.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
FSOUND treats +X as right, +Y as up, and +Z as forwards. (left handed)<BR>
To map to your own coordinate system, flip and exchange these values. For example if you wanted to use right handed coordinates, you would negate the Z value of your own direction vector.<BR>
Orientation vectors are expected to be of UNIT length. This means the magnitude of the vector should be 1.0f.<BR>
---------<BR>
A 'distance unit' is specified by FSOUND_3D_SetDistanceFactor. By default this is set to meters which is a distance scale of 1.0. <BR>
See FSOUND_3D_SetDistanceFactor for more on this.<BR>
---------<BR>
Please remember to use units PER SECOND, NOT PER FRAME as this is a common mistake. <BR>
Do not just use (pos - lastpos) from the last frame's data for velocity, as this is not correct. <BR>
You need to time compensate it so it is given in units per SECOND.<BR>
You could alter your pos - lastpos calculation to something like this. <BR>
vel = (pos-lastpos) / (time taken since last frame in seconds). <BR>
I.e. at 60fps the formula would look like this <BR>
vel = (pos-lastpos) / 0.0166667.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_3D_Listener_SetCurrent.html">FSOUND_3D_Listener_SetCurrent</A>
,
<A HREF="FSOUND_3D_SetAttributes.html">FSOUND_3D_SetAttributes</A>
,
<A HREF="FSOUND_3D_SetDistanceFactor.html">FSOUND_3D_SetDistanceFactor</A>
,
<A HREF="FSOUND_3D_SetDopplerFactor.html">FSOUND_3D_SetDopplerFactor</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_3D_Listener_SetAttributes">FSOUND_3D_Listener_SetAttributes</A></H2>
This updates the position, velocity and orientation of a 3d sound listener.<BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_3D_Listener_SetAttributes</B><B>(</B><BR>
<B>const F_FLOAT_API *</B><I>pos</I><B>,</B><BR>
<B>const F_FLOAT_API *</B><I>vel</I><B>,</B><BR>
<B>F_FLOAT_API </B><B> </B><I>fx</I><B>,</B><BR>
<B>F_FLOAT_API </B><B> </B><I>fy</I><B>,</B><BR>
<B>F_FLOAT_API </B><B> </B><I>fz</I><B>,</B><BR>
<B>F_FLOAT_API </B><B> </B><I>tx</I><B>,</B><BR>
<B>F_FLOAT_API </B><B> </B><I>ty</I><B>,</B><BR>
<B>F_FLOAT_API </B><B> </B><I>tz</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>pos</I></TD>
<TD>Pointer to a position vector (xyz float triplet), of the listener in world space, measured in distance units.<BR>
This can be NULL to ignore it.<BR>
</TD><TR VALIGN=top><TD><I>vel</I></TD>
<TD>Pointer to a velocity vector (xyz float triplet), of the listener measured in distance units PER SECOND.<BR>
This can be NULL to ignore it.<BR>
</TD><TR VALIGN=top><TD><I>fx</I></TD>
<TD>x component of a FORWARD unit length orientation vector<BR>
</TD><TR VALIGN=top><TD><I>fy</I></TD>
<TD>y component of a FORWARD unit length orientation vector<BR>
</TD><TR VALIGN=top><TD><I>fz</I></TD>
<TD>z component of a FORWARD unit length orientation vector<BR>
</TD><TR VALIGN=top><TD><I>tx</I></TD>
<TD>x component of a TOP or upwards facing unit length orientation vector<BR>
</TD><TR VALIGN=top><TD><I>ty</I></TD>
<TD>y component of a TOP or upwards facing unit length orientation vector<BR>
</TD><TR VALIGN=top><TD><I>tz</I></TD>
<TD>z component of a TOP or upwards facing unit length orientation vector<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
FSOUND treats +X as right, +Y as up, and +Z as forwards. (left handed)<BR>
To map to your own coordinate system, flip and exchange these values. For example if you wanted to use<BR>
right handed coordinates, you would negate the Z value of your own direction vector.<BR>
Orientation vectors are expected to be of UNIT length. This means the magnitude of the vector<BR>
should be 1.0f.<BR>
---------<BR>
A 'distance unit' is specified by FSOUND_3D_SetDistanceFactor. By default this is set to meters which is a distance scale of 1.0. <BR>
See FSOUND_3D_SetDistanceFactor for more on this.<BR>
---------<BR>
Please remember to use units PER SECOND, NOT PER FRAME as this is a common mistake. <BR>
Do not just use (pos - lastpos) from the last frame's data for velocity, as this is not <BR>
correct. You need to time compensate it so it is given in units per SECOND.<BR>
You could alter your pos - lastpos calculation to something like this. <BR>
vel = (pos-lastpos) / (time taken since last frame in seconds). Ie at 60fps the formula<BR>
would look like this vel = (pos-lastpos) / 0.0166667.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_3D_GetAttributes.html">FSOUND_3D_GetAttributes</A>
,
<A HREF="FSOUND_3D_Listener_SetCurrent.html">FSOUND_3D_Listener_SetCurrent</A>
,
<A HREF="FSOUND_3D_SetAttributes.html">FSOUND_3D_SetAttributes</A>
,
<A HREF="FSOUND_3D_SetDistanceFactor.html">FSOUND_3D_SetDistanceFactor</A>
,
<A HREF="FSOUND_3D_SetDopplerFactor.html">FSOUND_3D_SetDopplerFactor</A>
,
<A HREF="FSOUND_3D_SetRolloffFactor.html">FSOUND_3D_SetRolloffFactor</A>
,
<A HREF="FSOUND_Update.html">FSOUND_Update</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_3D_Listener_SetCurrent">FSOUND_3D_Listener_SetCurrent</A></H2>
Sets the current listener number and number of listeners, if the user wants to simulate multiple listeners at once. <BR>
This is usually for the case in a game where there is a splitscreen and multiple players playing the game at once.<BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_3D_Listener_SetCurrent</B><B>(</B><BR>
<B>int </B><B> </B><I>current</I><B>,</B><BR>
<B>int </B><B> </B><I>numlisteners</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>current</I></TD>
<TD>Current listener number. Listener commands following this function call will affect this listener number. (default: 0)<BR>
</TD><TR VALIGN=top><TD><I>numlisteners</I></TD>
<TD>Number of listeners active. (default: 1)<BR>
</TD></TABLE>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
Only affects FSOUND_3D_Listener_SetAttributes and FSOUND_3D_Listener_GetAttributes.<BR>
Setting more than 1 listener will turn off doppler and cause all panning to be ignored and 3d sound will come from the center (mono).<BR>
-------------<BR>
For WIN32 FSOUND_HW3D based sounds, channels must have their attributes set after this function is called, otherwise unexpected audible results may occur.<BR>
For example you cannot update your channels with FSOUND_3D_SetAttributes, call FSOUND_3D_Listener_SetCurrent, and then call FSOUND_Update and expect all the voices to update correctly. <BR>
The correct order is to call FSOUND_3D_Listener_SetCurrent first, then update all channels with FSOUND_3D_SetAttributes, then call FSOUND_Update. <BR>
This is due to DirectSound not supporting multiple listeners, so FMOD has to do inverse transforms on the positions to simulate it with one listener, at the time FSOUND_3D_SetAttributes is called.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_3D_Listener_GetAttributes.html">FSOUND_3D_Listener_GetAttributes</A>
,
<A HREF="FSOUND_3D_Listener_SetAttributes.html">FSOUND_3D_Listener_SetAttributes</A>
,
<A HREF="FSOUND_3D_Listener_SetCurrent.html">FSOUND_3D_Listener_SetCurrent</A>
,
<A HREF="FSOUND_3D_SetAttributes.html">FSOUND_3D_SetAttributes</A>
,
<A HREF="FSOUND_Update.html">FSOUND_Update</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_3D_SetAttributes">FSOUND_3D_SetAttributes</A></H2>
This updates the position and velocity of a 3d sound playing on a channel.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_3D_SetAttributes</B><B>(</B><BR>
<B>int </B><B> </B><I>channel</I><B>,</B><BR>
<B>const F_FLOAT_API *</B><I>pos</I><B>,</B><BR>
<B>const F_FLOAT_API *</B><I>vel</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>channel</I></TD>
<TD>Channel you want to apply 3d positioning to.<BR>
</TD><TR VALIGN=top><TD><I>pos</I></TD>
<TD>Pointer to a position vector (xyz float triplet) of the emitter in world space, measured in distance units.<BR>
This can be NULL to ignore it.<BR>
</TD><TR VALIGN=top><TD><I>vel</I></TD>
<TD>Pointer to a velocity vector (xyz float triplet), of the emitter measured in distance units PER SECOND.<BR>
This can be NULL to ignore it.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
FSOUND treats +X as right, +Y as up, and +Z as forwards.<BR>
---------<BR>
A 'distance unit' is specified by FSOUND_3D_SetDistanceFactor. By default this is set to meters which is a distance scale of 1.0. <BR>
See FSOUND_3D_SetDistanceFactor for more on this.<BR>
---------<BR>
FSOUND vectors expect 3 floats representing x y and z in that order. I.e. a typical definition<BR>
of a vector is<BR>
typedef struct<BR>
{<BR>
float x;<BR>
float y;<BR>
float z;<BR>
} VECTOR;<BR>
or simply an array of 3 floats.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_3D_GetAttributes.html">FSOUND_3D_GetAttributes</A>
,
<A HREF="FSOUND_3D_GetMinMaxDistance.html">FSOUND_3D_GetMinMaxDistance</A>
,
<A HREF="FSOUND_3D_Listener_GetAttributes.html">FSOUND_3D_Listener_GetAttributes</A>
,
<A HREF="FSOUND_3D_Listener_SetAttributes.html">FSOUND_3D_Listener_SetAttributes</A>
,
<A HREF="FSOUND_3D_Listener_SetCurrent.html">FSOUND_3D_Listener_SetCurrent</A>
,
<A HREF="FSOUND_3D_SetAttributes.html">FSOUND_3D_SetAttributes</A>
,
<A HREF="FSOUND_3D_SetDistanceFactor.html">FSOUND_3D_SetDistanceFactor</A>
,
<A HREF="FSOUND_3D_SetMinMaxDistance.html">FSOUND_3D_SetMinMaxDistance</A>
,
<A HREF="FSOUND_3D_SetRolloffFactor.html">FSOUND_3D_SetRolloffFactor</A>
,
<A HREF="FSOUND_Sample_SetMinMaxDistance.html">FSOUND_Sample_SetMinMaxDistance</A>
,
<A HREF="FSOUND_Update.html">FSOUND_Update</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_3D_SetDistanceFactor">FSOUND_3D_SetDistanceFactor</A></H2>
Sets FMOD's 3d engine relative distance factor, compared to 1.0 meters. It equates to <BR>
'how many units per meter' does your engine have. <BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_3D_SetDistanceFactor</B><B>(</B><BR>
<B>F_FLOAT_API </B><B> </B><I>factor</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>scale</I></TD>
<TD>1.0 = 1 meter units. If you are using feet then scale would equal 3.28.<BR>
</TD></TABLE>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
By default this value is set at 1.0, or meters.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_3D_GetAttributes.html">FSOUND_3D_GetAttributes</A>
,
<A HREF="FSOUND_3D_Listener_GetAttributes.html">FSOUND_3D_Listener_GetAttributes</A>
,
<A HREF="FSOUND_3D_Listener_SetAttributes.html">FSOUND_3D_Listener_SetAttributes</A>
,
<A HREF="FSOUND_3D_SetAttributes.html">FSOUND_3D_SetAttributes</A>
,
<A HREF="FSOUND_3D_SetMinMaxDistance.html">FSOUND_3D_SetMinMaxDistance</A>
,
<A HREF="FSOUND_3D_SetRolloffFactor.html">FSOUND_3D_SetRolloffFactor</A>
,
<A HREF="FSOUND_Sample_GetMinMaxDistance.html">FSOUND_Sample_GetMinMaxDistance</A>
,
<A HREF="FSOUND_Sample_SetMinMaxDistance.html">FSOUND_Sample_SetMinMaxDistance</A>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_3D_SetDopplerFactor">FSOUND_3D_SetDopplerFactor</A></H2>
Sets the doppler shift scale factor.<BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_3D_SetDopplerFactor</B><B>(</B><BR>
<B>F_FLOAT_API </B><B> </B><I>scale</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>scale</I></TD>
<TD>Doppler shift scale. Default value for FSOUND is 1.0f<BR>
</TD></TABLE>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
This is a general scaling factor for how much the pitch varies due to doppler shifting.<BR>
Increasing the value above 1.0 exaggerates the effect, whereas lowering it reduces the effect.<BR>
0 removes the effect all together.<BR>
FMOD's speed of sound at a DopplerFactor of 1.0 is 340 m/s.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_3D_Listener_GetAttributes.html">FSOUND_3D_Listener_GetAttributes</A>
,
<A HREF="FSOUND_3D_Listener_SetAttributes.html">FSOUND_3D_Listener_SetAttributes</A>
,
<A HREF="FSOUND_Update.html">FSOUND_Update</A>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_3D_SetMinMaxDistance">FSOUND_3D_SetMinMaxDistance</A></H2>
Sets the minimum and maximum audible distance for a channel.<BR>
MinDistance is the minimum distance that the sound emitter will cease to continue growing <BR>
louder at (as it approaches the listener). Within the mindistance it stays at the constant loudest volume possible. Outside of this mindistance it begins to attenuate.<BR>
MaxDistance is the distance a sound stops attenuating at. Beyond this point it will stay at the volume it would be at maxdistance units from the listener and will not attenuate any more.<BR>
MinDistance is useful to give the impression that the sound is loud or soft in 3d space. An example of this is a small quiet object, such as a bumblebee, which you could set a mindistance of to 0.1 for example, which would cause it to attenuate quickly and dissapear when only a few meters away from the listener.<BR>
Another example is a jumbo jet, which you could set to a mindistance of 100.0, which would keep the sound volume at max until the listener was 100 meters away, then it would be hundreds of meters more before it would fade out.<BR>
-------<BR>
In summary, increase the mindistance of a sound to make it 'louder' in a 3d world, and <BR>
decrease it to make it 'quieter' in a 3d world.<BR>
maxdistance is effectively obsolete unless you need the sound to stop fading out at a certain point. Do not adjust this from the default if you dont need to.<BR>
Some people have the confusion that maxdistance is the point the sound will fade out to, this is not the case.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_3D_SetMinMaxDistance</B><B>(</B><BR>
<B>int </B><B> </B><I>channel</I><B>,</B><BR>
<B>F_FLOAT_API </B><B> </B><I>min</I><B>,</B><BR>
<B>F_FLOAT_API </B><B> </B><I>max</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>sptr</I></TD>
<TD>The channel to have its minimum and maximum distance set.<BR>
</TD><TR VALIGN=top><TD><I>min</I></TD>
<TD>The channels minimum volume distance in "units". See remarks for more on units.<BR>
</TD><TR VALIGN=top><TD><I>max</I></TD>
<TD>The channels maximum volume distance in "units". See remarks for more on units.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
FSOUND_ALL is supported. Passing this will set the min/max distance on ALL channels available.<BR>
A 'distance unit' is specified by FSOUND_3D_SetDistanceFactor. By default this is set to meters which is a distance scale of 1.0. <BR>
See FSOUND_3D_SetDistanceFactor for more on this.<BR>
The default units for minimum and maximum distances are 1.0 and 1000000000.0f.<BR>
Volume drops off at mindistance / distance.<BR>
To define the min and max distance per sound and not per channel use FSOUND_Sample_SetMinMaxDistance.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_3D_GetMinMaxDistance.html">FSOUND_3D_GetMinMaxDistance</A>
,
<A HREF="FSOUND_3D_SetAttributes.html">FSOUND_3D_SetAttributes</A>
,
<A HREF="FSOUND_3D_SetDistanceFactor.html">FSOUND_3D_SetDistanceFactor</A>
,
<A HREF="FSOUND_Sample_SetMinMaxDistance.html">FSOUND_Sample_SetMinMaxDistance</A>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_3D_SetRolloffFactor">FSOUND_3D_SetRolloffFactor</A></H2>
Sets the global attenuation rolloff factor.<BR>
Normally volume for a sample will scale at 1 / distance. This gives a logarithmic attenuation of volume as the source gets further away (or closer).<BR>
Setting this value makes the sound drop off faster or slower. The higher the value, the faster volume will fall off. <BR>
The lower the value, the slower it will fall off.<BR>
For example a rolloff factor of 1 will simulate the real world, where as a value of 2 will make sounds attenuate 2 times quicker.<BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_3D_SetRolloffFactor</B><B>(</B><BR>
<B>F_FLOAT_API </B><B> </B><I>factor</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>rolloff</I></TD>
<TD>The rolloff factor to set for this sample. Valid ranges are 0 to 10.<BR>
</TD></TABLE>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
---------<BR>
A 'distance unit' is specified by FSOUND_3D_SetDistanceFactor. <BR>
By default this is set to meters which is a distance scale of 1.0. <BR>
See FSOUND_3D_SetDistanceFactor for more on this.<BR>
---------<BR>
The default rolloff factor is 1.0.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_3D_Listener_SetAttributes.html">FSOUND_3D_Listener_SetAttributes</A>
,
<A HREF="FSOUND_3D_SetAttributes.html">FSOUND_3D_SetAttributes</A>
,
<A HREF="FSOUND_3D_SetDistanceFactor.html">FSOUND_3D_SetDistanceFactor</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_ALLOCCALLBACK">FSOUND_ALLOCCALLBACK</A></H2>
Callback to allocate a block of memory.<BR>
<P>
<B>void * F_CALLBACKAPI </B><B> </B><B>FSOUND_ALLOCCALLBACK</B><B>(</B><BR>
<B>unsigned int </B><B> </B><I>size</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>size</I></TD>
<TD>Size in bytes of the memory block to be allocated and returned.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, a pointer to the newly allocated block of memory is returned.<BR>
On failure, NULL is returned.<BR>
<H3>Remarks</H3>
Returning an aligned pointer, of 16 byte alignment is recommended for speed purposes.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_FREECALLBACK.html">FSOUND_FREECALLBACK</A>
,
<A HREF="FSOUND_GetMemoryStats.html">FSOUND_GetMemoryStats</A>
,
<A HREF="FSOUND_REALLOCCALLBACK.html">FSOUND_REALLOCCALLBACK</A>
,
<A HREF="FSOUND_SetMemorySystem.html">FSOUND_SetMemorySystem</A>
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<A HREF="FSOUND.html#Defines"><H5>[Define]</A></H5>
<H2><A NAME="FSOUND_CAPS">FSOUND_CAPS</A></H2>
Driver description bitfields. Use FSOUND_Driver_GetCaps to determine if a driver enumerated<BR>
has the settings you are after. The enumerated driver depends on the output mode, see<BR>
FSOUND_OUTPUTTYPES<BR>
<P>
<TABLE>
<TR VALIGN=top><TD><B>FSOUND_CAPS_HARDWARE</B></TD>
<TD><I>0x1 /* This driver supports hardware accelerated 3d sound. */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_CAPS_EAX2</B></TD>
<TD><I>0x2 /* This driver supports EAX 2 reverb */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_CAPS_EAX3</B></TD>
<TD><I>0x10 /* This driver supports EAX 3 reverb */
</I></TD>
</TABLE>
<H3>See Also</H3>
<A HREF="FSOUND_GetDriverCaps.html">FSOUND_GetDriverCaps</A>
,
<A HREF="FSOUND_OUTPUTTYPES.html">FSOUND_OUTPUTTYPES</A>
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<A HREF="FSOUND.html#Defines"><H5>[Define]</A></H5>
<H2><A NAME="FSOUND_CDPLAYMODES">FSOUND_CDPLAYMODES</A></H2>
Playback method for a CD Audio track, with FSOUND_CD_SetPlayMode<BR>
<P>
<TABLE>
<TR VALIGN=top><TD><B>FSOUND_CD_PLAYCONTINUOUS</B></TD>
<TD><I>0 /* Starts from the current track and plays to end of CD. */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_CD_PLAYONCE</B></TD>
<TD><I>1 /* Plays the specified track then stops. */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_CD_PLAYLOOPED</B></TD>
<TD><I>2 /* Plays the specified track looped, forever until stopped manually. */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_CD_PLAYRANDOM</B></TD>
<TD><I>3 /* Plays tracks in random order */
</I></TD>
</TABLE>
<H3>See Also</H3>
<A HREF="FSOUND_CD_Play.html">FSOUND_CD_Play</A>
,
<A HREF="FSOUND_CD_SetPlayMode.html">FSOUND_CD_SetPlayMode</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_GetNumTracks">FSOUND_CD_GetNumTracks</A></H2>
Returns the number of tracks on the currently inserted CD.<BR>
<P>
<B>int F_API </B><B> </B><B>FSOUND_CD_GetNumTracks</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>the drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example. <BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the number of CD tracks on the currently inserted is returned. <BR>
On failure, 0 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, Linux<BR>
<H3>See Also</H3>
<A HREF="FSOUND_CD_GetTrack.html">FSOUND_CD_GetTrack</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_GetPaused">FSOUND_CD_GetPaused</A></H2>
Gets the pause status of the current CD audio track.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_CD_GetPaused</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>the drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example.<BR>
</TD></TABLE>
<H3>Return Value</H3>
If the track is currently paused, TRUE is returned.<BR>
If the track is currently not paused, FALSE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, Linux, Macintosh (OSX CFM Only)<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_GetTrack">FSOUND_CD_GetTrack</A></H2>
Returns the currently playing CD track number.<BR>
<P>
<B>int F_API </B><B> </B><B>FSOUND_CD_GetTrack</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>the drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example. <BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the CD track number currently playing is returned. (starts from 1)<BR>
On failure, 0 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, Linux, Macintosh (OSX CFM Only)<BR>
<H3>See Also</H3>
<A HREF="FSOUND_CD_GetNumTracks.html">FSOUND_CD_GetNumTracks</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_GetTrackLength">FSOUND_CD_GetTrackLength</A></H2>
Gets the track length of a CD.<BR>
<P>
<B>int F_API </B><B> </B><B>FSOUND_CD_GetTrackLength</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><B>,</B><BR>
<B>int </B><B> </B><I>track</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>the drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example. <BR>
</TD><TR VALIGN=top><TD><I>track</I></TD>
<TD>The CD track number to query the length of. (starts from 1)<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the length of the current track in milliseconds is returned.<BR>
On failure, 0 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, Linux, Macintosh (OSX CFM Only)<BR>
<H3>See Also</H3>
<A HREF="FSOUND_CD_GetTrackTime.html">FSOUND_CD_GetTrackTime</A>
,
<A HREF="FSOUND_CD_SetTrackTime.html">FSOUND_CD_SetTrackTime</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_GetTrackTime">FSOUND_CD_GetTrackTime</A></H2>
Returns the current track time playing on a CD.<BR>
<P>
<B>int F_API </B><B> </B><B>FSOUND_CD_GetTrackTime</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>the drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example. <BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the position of the current playing track in milliseconds is returned.<BR>
On failure, 0 is returned.<BR>
<H3>Remarks</H3>
This is easily one of the slowest functions in the FMOD API. Please use it sparingly. <BR>
It seems like it shouldnt take long, but because of windows MCI API it does, and not just a little bit of time, it takes a LOT. <BR>
It seems to poll the CD driver and cause a large delay upon completion of the command. <BR>
Different algorithms were used to try and emulate this function such as simply using a timer, but this was very inaccurate, especially when pausing/unpausing a lot. <BR>
___________________<BR>
Supported on the following platforms : Win32, Linux, Macintosh (OSX CFM Only)<BR>
<H3>See Also</H3>
<A HREF="FSOUND_CD_GetTrackLength.html">FSOUND_CD_GetTrackLength</A>
,
<A HREF="FSOUND_CD_SetTrackTime.html">FSOUND_CD_SetTrackTime</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_GetVolume">FSOUND_CD_GetVolume</A></H2>
Returns the volume of the playing CD audio.<BR>
<P>
<B>int F_API </B><B> </B><B>FSOUND_CD_GetVolume</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>the drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example. <BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, a value between 0 and 255 is returned, 0 being the lowest volume and 255 being the highest.<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, Linux, Macintosh (OSX CFM Only)<BR>
<H3>See Also</H3>
<A HREF="FSOUND_CD_Play.html">FSOUND_CD_Play</A>
,
<A HREF="FSOUND_CD_SetVolume.html">FSOUND_CD_SetVolume</A>
,
<A HREF="FSOUND_Close.html">FSOUND_Close</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_OpenTray">FSOUND_CD_OpenTray</A></H2>
Opens/Closes the CD tray.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_CD_OpenTray</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><B>,</B><BR>
<B>signed char </B><B> </B><I>open</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>The drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example. <BR>
</TD><TR VALIGN=top><TD><I>open</I></TD>
<TD>If open is set to 1, the CD tray will be opened. If open is set to 0, the CD tray will be closed.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, Linux<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_SetPaused">FSOUND_CD_SetPaused</A></H2>
Sets the pause status of the currently playing CD audio track.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_CD_SetPaused</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><B>,</B><BR>
<B>signed char </B><B> </B><I>paused</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>the drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example. <BR>
</TD><TR VALIGN=top><TD><I>paused</I></TD>
<TD>TRUE to pause track, FALSE to unpause track.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, Linux, Macintosh (OSX CFM Only)<BR>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_SetPlayMode">FSOUND_CD_SetPlayMode</A></H2>
Sets the playback mode of the CD.<BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_CD_SetPlayMode</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><B>,</B><BR>
<B>signed char </B><B> </B><I>mode</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>the drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example. <BR>
</TD><TR VALIGN=top><TD><I>mode</I></TD>
<TD>See FSOUND_CDPLAYMODES for a list of valid parameters to send to this function.<BR>
</TD></TABLE>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, Linux, Macintosh (OSX CFM Only)<BR>
<H3>See Also</H3>
<A HREF="FSOUND_CD_Play.html">FSOUND_CD_Play</A>
,
<A HREF="FSOUND_CDPLAYMODES.html">FSOUND_CDPLAYMODES</A>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_SetTrackTime">FSOUND_CD_SetTrackTime</A></H2>
Performs a seek within a track specified by milliseconds.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_CD_SetTrackTime</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><B>,</B><BR>
<B>unsigned int </B><B> </B><I>ms</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>The drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example. <BR>
</TD><TR VALIGN=top><TD><I>ms</I></TD>
<TD>Time to seek into the current track in milliseconds.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
This function will start the track if it is not playing.<BR>
___________________<BR>
Supported on the following platforms : Win32, Linux, Macintosh (OSX CFM Only)<BR>
<H3>See Also</H3>
<A HREF="FSOUND_CD_GetTrackLength.html">FSOUND_CD_GetTrackLength</A>
,
<A HREF="FSOUND_CD_GetTrackTime.html">FSOUND_CD_GetTrackTime</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_SetVolume">FSOUND_CD_SetVolume</A></H2>
Sets the volume of the playing CD audio.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_CD_SetVolume</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><B>,</B><BR>
<B>int </B><B> </B><I>volume</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>the drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example. <BR>
</TD><TR VALIGN=top><TD><I>volume</I></TD>
<TD>An integer value from 0-255. 0 being the lowest volume, 255 being the highest (full).<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, Linux, Macintosh (OSX CFM Only)<BR>
<H3>See Also</H3>
<A HREF="FSOUND_CD_GetVolume.html">FSOUND_CD_GetVolume</A>
,
<A HREF="FSOUND_CD_Play.html">FSOUND_CD_Play</A>
,
<A HREF="FSOUND_Close.html">FSOUND_Close</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CD_Stop">FSOUND_CD_Stop</A></H2>
Stops the currently playing CD audio track.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_CD_Stop</B><B>(</B><BR>
<B>char </B><B> </B><I>drive</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>drive</I></TD>
<TD>the drive ID to use. 0 is the default CD drive. Using D or E in single quotes would be D: or E: for example. <BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, Linux, Macintosh (OSX CFM Only)<BR>
<H3>See Also</H3>
<A HREF="FSOUND_CD_Play.html">FSOUND_CD_Play</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_CLOSECALLBACK">FSOUND_CLOSECALLBACK</A></H2>
Calback for closing a file.<BR>
<P>
<B>void F_CALLBACKAPI </B><B> </B><B>FSOUND_CLOSECALLBACK</B><B>(</B><BR>
<B>void *</B><I>handle</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>handle</I></TD>
<TD>This is the handle you returned from the open callback to use for your own file routines.<BR>
</TD></TABLE>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
Close your file handle and do any cleanup here.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_File_SetCallbacks.html">FSOUND_File_SetCallbacks</A>
,
<A HREF="FSOUND_OPENCALLBACK.html">FSOUND_OPENCALLBACK</A>
,
<A HREF="FSOUND_READCALLBACK.html">FSOUND_READCALLBACK</A>
,
<A HREF="FSOUND_SEEKCALLBACK.html">FSOUND_SEEKCALLBACK</A>
,
<A HREF="FSOUND_TELLCALLBACK.html">FSOUND_TELLCALLBACK</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_Close">FSOUND_Close</A></H2>
Shuts down the WHOLE FMOD Sound System.<BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_Close</B><B>(</B><BR>
<B>);</B><BR>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
This also closes down the sample management system, freeing all MANAGED samples loaded (unless they were allocated with the FSOUND_UNMANAGED flag).<BR>
Streams are not freed. You must close them yourself.<BR>
CD Tracks are stopped.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_CD_GetVolume.html">FSOUND_CD_GetVolume</A>
,
<A HREF="FSOUND_CD_SetVolume.html">FSOUND_CD_SetVolume</A>
,
<A HREF="FSOUND_Init.html">FSOUND_Init</A>
,
<A HREF="FSOUND_Sample_Alloc.html">FSOUND_Sample_Alloc</A>
,
<A HREF="FSOUND_Sample_Get.html">FSOUND_Sample_Get</A>
,
<A HREF="FSOUND_Sample_Load.html">FSOUND_Sample_Load</A>
,
<A HREF="FSOUND_SetBufferSize.html">FSOUND_SetBufferSize</A>
,
<A HREF="FSOUND_SetDriver.html">FSOUND_SetDriver</A>
,
<A HREF="FSOUND_SetHWND.html">FSOUND_SetHWND</A>
,
<A HREF="FSOUND_SetMaxHardwareChannels.html">FSOUND_SetMaxHardwareChannels</A>
,
<A HREF="FSOUND_SetMemorySystem.html">FSOUND_SetMemorySystem</A>
,
<A HREF="FSOUND_SetMinHardwareChannels.html">FSOUND_SetMinHardwareChannels</A>
,
<A HREF="FSOUND_SetMixer.html">FSOUND_SetMixer</A>
,
<A HREF="FSOUND_SetOutput.html">FSOUND_SetOutput</A>
,
<A HREF="FSOUND_SetSpeakerMode.html">FSOUND_SetSpeakerMode</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSPCALLBACK">FSOUND_DSPCALLBACK</A></H2>
Callback definition for DSP units.<BR>
<P>
<B>void * F_CALLBACKAPI </B><B> </B><B>FSOUND_DSPCALLBACK</B><B>(</B><BR>
<B>void *</B><I>originalbuffer</I><B>,</B><BR>
<B>void *</B><I>newbuffer</I><B>,</B><BR>
<B>int </B><B> </B><I>length</I><B>,</B><BR>
<B>void *</B><I>userdata</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>originalbuffer</I></TD>
<TD>This is the pointer to the original buffer passed into the first DSP unit. This is useful if you want the clean, original data, and you have been returning new modified buffers for the DSP chain to use.<BR>
</TD><TR VALIGN=top><TD><I>newbuffer</I></TD>
<TD>This is a pointer to the previous DSP buffer that *it* returned. This buffer that this DSP returns will be passed into the newbuffer parameter of the NEXT unit in the DSP chain.<BR>
</TD><TR VALIGN=top><TD><I>length</I></TD>
<TD>The length of the buffer provided in SAMPLES, not bytes.<BR>
</TD><TR VALIGN=top><TD><I>param</I></TD>
<TD>A user data value specified in FSOUND_DSP_Create.<BR>
</TD></TABLE>
<H3>Return Value</H3>
Pointer to a sample buffer for the next DSP unit to use.<BR>
<H3>Remarks</H3>
You must return the buffer you work on, or it will not be fed through to the next DSP unit, and eventually the the system clip and copy unit, which makes the sound audible.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_Create.html">FSOUND_DSP_Create</A>
,
<A HREF="FSOUND_Stream_CreateDSP.html">FSOUND_Stream_CreateDSP</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_ClearMixBuffer">FSOUND_DSP_ClearMixBuffer</A></H2>
Clears the mixbuffer, especially handy if you are doing a large file operation which <BR>
halts the system. <BR>
You might try and stop all the sounds, but if you do your file operation straight after<BR>
this, it will not have a chance to flush the mixbuffer normally, so this function is called.<BR>
It stops the effect of stuttering looping sound while your file operation happens.<BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_DSP_ClearMixBuffer</B><B>(</B><BR>
<B>);</B><BR>
<H3>Return Value</H3>
<H3>Remarks</H3>
The best way to do it is like this. Turn off the sfx and music DSP units, clear the mix buffer,<BR>
then when the operation that halts the machine is done, just re-enable the sfx and music DSP units.<BR>
Disabling these units stops the timer trying to get 1 or 2 more mixes in during the file operation,<BR>
which will cause more stuttering.<BR>
ie.<BR>
FSOUND_DSP_SetActive(FSOUND_DSP_GetSFXUnit(), FALSE);<BR>
FSOUND_DSP_SetActive(FSOUND_DSP_GetMusicUnit(), FALSE);<BR>
FSOUND_DSP_ClearMixBuffer();<BR>
//<BR>
// maching halting operation here<BR>
//<BR>
FSOUND_DSP_SetActive(FSOUND_DSP_GetSFXUnit(), TRUE);<BR>
FSOUND_DSP_SetActive(FSOUND_DSP_GetMusicUnit(), TRUE);<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_ClearMixBuffer.html">FSOUND_DSP_ClearMixBuffer</A>
,
<A HREF="FSOUND_DSP_GetMusicUnit.html">FSOUND_DSP_GetMusicUnit</A>
,
<A HREF="FSOUND_DSP_GetSFXUnit.html">FSOUND_DSP_GetSFXUnit</A>
,
<A HREF="FSOUND_DSP_SetActive.html">FSOUND_DSP_SetActive</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_Create">FSOUND_DSP_Create</A></H2>
Creates a DSP unit, and places it in the DSP chain position specified by the priority<BR>
parameter. Read the remarks section carefully for issues regarding DSP units.<BR>
DSP units are freed with FSOUND_DSP_Free.<BR>
<P>
<B>FSOUND_DSPUNIT *F_API </B><B> </B><B>FSOUND_DSP_Create</B><B>(</B><BR>
<B>FSOUND_DSPCALLBACK </B><B> </B><I>callback</I><B>,</B><BR>
<B>int </B><B> </B><I>priority</I><B>,</B><BR>
<B>void *</B><I>userdata</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>callback</I></TD>
<TD>This is a pointer to your DSP Unit callback, of type FSOUND_DSPCALLBACK.<BR>
The prototype for a callback is declared in the following fashion.<BR>
Callbacks must return a pointer to the buffer you work on, so that<BR>
the next dsp unit can work on it. <BR>
Here is the simplest case:<BR>
void *callback(void *originalbuffer, void *newbuffer, int length, void *userdata)<BR>
{<BR>
// originalbuffer = fsounds original mixbuffer.<BR>
// newbuffer = the buffer passed from the previous DSP unit.<BR>
// length = length in samples at this mix time.<BR>
// param = user parameter passed through in FSOUND_DSP_Create.<BR>
//<BR>
// modify the buffer in some fashion<BR>
return newbuffer;<BR>
}<BR>
See the definition of FSOUND_DSPCALLBACK for more.<BR>
</TD><TR VALIGN=top><TD><I>priority</I></TD>
<TD>Order in the priority chain. Valid numbers are 0 to 1000, 0 being<BR>
highest priority (first), with 1000 being lowest priority (last).<BR>
Note that FSOUNDs soundeffects mixers and copy routines are considered<BR>
part of this DSP unit chain which you can play with.<BR>
</TD><TR VALIGN=top><TD><I>param</I></TD>
<TD>User defined parameter, this gets passed into the callback when it is<BR>
called. It is safe to leave this value 0.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, a pointer to a new valid DSP unit is returned.<BR>
On failure, NULL is returned.<BR>
<H3>Remarks</H3>
A dsp unit is NOT ACTIVE by default. You have to activate it with FSOUND_DSP_SetActive<BR>
---------------------------------------------------------------------------------------<BR>
Priorities and default system units.<BR>
---------------------------------------------------------------------------------------<BR>
A note on priorities. FSOUND processes DSP units in order of priority. A 0 priority<BR>
unit gets processed first, a 1 priority unit gets processed next, and so on. <BR>
FSOUND actually uses these DSP units to mix its sound effects and music! Yes, you have<BR>
access to them (be careful!). It is possible to totally remove, replace or deactivate <BR>
all of FSOUND's system units so that it does nothing at all!<BR>
FSOUND has preinstalled default system units at the following priority locations:<BR>
FSOUND_DSP_DEFAULTPRIORITY_CLEARUNIT (priority 0) - Clear Unit. This unit clears out <BR>
the mixbuffer for the next units to mix into. You can disable this unit and replace<BR>
it with something other than a clearer, such as a scaler, which fades down the mix<BR>
buffer instead of clearing it, to produce a very rough echo effect.<BR>
FSOUND_DSP_DEFAULTPRIORITY_SFXUNIT (priority 100) - SFX Unit. This unit mixes sound <BR>
effect channels into the mix buffer, which was previously cleared with the Clear <BR>
Unit. <BR>
FSOUND_DSP_DEFAULTPRIORITY_MUSICUNIT (priority 200) - Music Unit. This unit mixes all <BR>
music channels into the mix buffer, which was previously mixed into with the SFX <BR>
Unit. <BR>
FSOUND_DSP_DEFAULTPRIORITY_CLIPANDCOPYUNIT (priority 1000) - Clip and Copy Unit. This <BR>
unit takes the finally mixed buffer, and clips it to the output stream size (if it<BR>
needs to), and then sends it off to the sound device. It is done last. If this is<BR>
disabled you will hear no sound.<BR>
---------------------------------------------------------------------------------------<BR>
Buffer Lengths.<BR>
---------------------------------------------------------------------------------------<BR>
The 'length' value of the DSP callback is roughly 20ms worth of data.<BR>
Use FSOUND_DSP_GetBufferLength to get the exact callback length.<BR>
---------------------------------------------------------------------------------------<BR>
Buffer Widths<BR>
---------------------------------------------------------------------------------------<BR>
Remember that FSOUND uses different buffer types depending on what type of mixer it is.<BR>
You will have to compensate for this by writing different routines depending on the <BR>
mixer type (ie mmx or non mmx), just like FSOUND does. <BR>
Currently there are the 3 types of mixers and their buffer sizes.<BR>
You can get the type of mixer being used by calling the FSOUND_GetMixer function.<BR>
You may want to check on this inside your callback, or set up a function pointer system,<BR>
whatever you think is suitable (it costs nothing to do a FSOUND_GetMixer every time).<BR>
- FSOUND_MIXER_BLENDMODE : This buffer is a stereo, signed 32bit buffer (8 bytes per <BR>
sample). The data is in integer format.<BR>
Data written to this buffer is not clipped and passed to the output stream until the <BR>
very end of the chain (the clip and copy unit). For this type of mixer, you dont <BR>
have to worry about clipping becuase FSOUND does this for you.<BR>
- FSOUND_MIXER_QUALITY_FPU / FSOUND_MIXER_QUALITY_FPU_VOLUMERAMP: This buffer is also a <BR>
stereo, signed 32bit buffer (8 bytes per sample). This data is in floating point <BR>
format.<BR>
The same clip and copy rules apply here as for the above mixer.<BR>
- Any MMX based mixer : This buffer is a stereo, signed 16bit buffer (4 bytes per sample).<BR>
When writing to this buffer, you must make sure the result does not overflow this <BR>
signed 16bit range.<BR>
If you add data into to this buffer, make sure it is clipped to a signed 16bit range<BR>
before writing it back. FSOUND only copies this data to the output stream, it does<BR>
not clip it.<BR>
---------------------------------------------------------------------------------------<BR>
Speed<BR>
---------------------------------------------------------------------------------------<BR>
DSP Units are processed then and there, inside the mixing routine. Remember to make<BR>
your process as FAST as possible, or the output device's play cursor will catch up to<BR>
FSOUND's write cursor while your routine takes its time to complete, and make it start <BR>
to break up. <BR>
So basically, if it isnt fast, then FSOUND will not be able to send the data to the<BR>
output device in time for the next mixer update, and the result will be corrupted sound.<BR>
FSOUND_DSP_MixBuffers is available now, so if you need to mix some raw data into the output <BR>
buffer quickly, you can use FSOUND's own optimized mixer directly to do it!<BR>
Finally, you can see how your routine affects cpu usage, by using FSOUND_GetCPUUsage.<BR>
The cpu usage returned by this function includes any time spent in DSP units as well.<BR>
(this function times everything). If you are really bored, you can see how much FSOUND's<BR>
system units take cpu-wise, by turning them on and off and seeing how they affect <BR>
performance.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_Create.html">FSOUND_DSP_Create</A>
,
<A HREF="FSOUND_DSP_Free.html">FSOUND_DSP_Free</A>
,
<A HREF="FSOUND_DSP_GetBufferLength.html">FSOUND_DSP_GetBufferLength</A>
,
<A HREF="FSOUND_DSP_GetBufferLengthTotal.html">FSOUND_DSP_GetBufferLengthTotal</A>
,
<A HREF="FSOUND_DSP_MixBuffers.html">FSOUND_DSP_MixBuffers</A>
,
<A HREF="FSOUND_DSP_PRIORITIES.html">FSOUND_DSP_PRIORITIES</A>
,
<A HREF="FSOUND_DSP_SetActive.html">FSOUND_DSP_SetActive</A>
,
<A HREF="FSOUND_DSP_SetPriority.html">FSOUND_DSP_SetPriority</A>
,
<A HREF="FSOUND_DSPCALLBACK.html">FSOUND_DSPCALLBACK</A>
,
<A HREF="FSOUND_GetCPUUsage.html">FSOUND_GetCPUUsage</A>
,
<A HREF="FSOUND_GetMixer.html">FSOUND_GetMixer</A>
,
<A HREF="FSOUND_MIXERTYPES.html">FSOUND_MIXERTYPES</A>
,
<A HREF="FSOUND_PlaySoundEx.html">FSOUND_PlaySoundEx</A>
,
<A HREF="FSOUND_Stream_CreateDSP.html">FSOUND_Stream_CreateDSP</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_Free">FSOUND_DSP_Free</A></H2>
Frees and removes a DSP unit from the DSP chain.<BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_DSP_Free</B><B>(</B><BR>
<B>FSOUND_DSPUNIT *</B><I>unit</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>unit</I></TD>
<TD>Pointer to DSP unit to be freed.<BR>
</TD></TABLE>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_Create.html">FSOUND_DSP_Create</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_GetActive">FSOUND_DSP_GetActive</A></H2>
Returns if a DSP unit is active or not.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_DSP_GetActive</B><B>(</B><BR>
<B>FSOUND_DSPUNIT *</B><I>unit</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>unit</I></TD>
<TD>Pointer to DSP unit to have its active flag returned.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_SetActive.html">FSOUND_DSP_SetActive</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_GetBufferLength">FSOUND_DSP_GetBufferLength</A></H2>
Returns the buffer lenth passed by the DSP system to DSP unit callbacks, so you can allocate memory etc <BR>
using this data.<BR>
<P>
<B>int F_API </B><B> </B><B>FSOUND_DSP_GetBufferLength</B><B>(</B><BR>
<B>);</B><BR>
<H3>Return Value</H3>
The size of the DSP unit buffer in SAMPLES (not bytes).<BR>
<H3>Remarks</H3>
Remember this is samples not bytes. To convert to bytes you <BR>
will have to multiply by 4 for mmx mixers, 8 for other mixers.<BR>
(a stereo 16bit sample = 4 bytes, and a stereo 32bit sample (ie fpu) = 8 bytes)<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_Create.html">FSOUND_DSP_Create</A>
,
<A HREF="FSOUND_DSP_GetBufferLengthTotal.html">FSOUND_DSP_GetBufferLengthTotal</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_GetBufferLengthTotal">FSOUND_DSP_GetBufferLengthTotal</A></H2>
This is the total size in samples (not bytes) of the FSOUND mix buffer. This is affected<BR>
by FSOUND_SetBufferSize.<BR>
<P>
<B>int F_API </B><B> </B><B>FSOUND_DSP_GetBufferLengthTotal</B><B>(</B><BR>
<B>);</B><BR>
<H3>Return Value</H3>
The size of the FSOUND mixing buffer in SAMPLES (not bytes).<BR>
<H3>Remarks</H3>
Remember this is samples not bytes. To convert to bytes you <BR>
will have to multiply by 4 for mmx mixers, 8 for other mixers.<BR>
(a stereo 16bit sample = 4 bytes, and a stereo 32bit sample (ie fpu) = 8 bytes)<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_Create.html">FSOUND_DSP_Create</A>
,
<A HREF="FSOUND_DSP_GetBufferLength.html">FSOUND_DSP_GetBufferLength</A>
,
<A HREF="FSOUND_SetBufferSize.html">FSOUND_SetBufferSize</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_GetClearUnit">FSOUND_DSP_GetClearUnit</A></H2>
Returns a pointer to FSOUND's system DSP clear unit.<BR>
<P>
<B>FSOUND_DSPUNIT *F_API </B><B> </B><B>FSOUND_DSP_GetClearUnit</B><B>(</B><BR>
<B>);</B><BR>
<H3>Return Value</H3>
Pointer to the DSP unit.<BR>
<H3>Remarks</H3>
The FSOUND clear DSP unit simply sets the mix buffer to 0, silencing it.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_GetClipAndCopyUnit.html">FSOUND_DSP_GetClipAndCopyUnit</A>
,
<A HREF="FSOUND_DSP_GetFFTUnit.html">FSOUND_DSP_GetFFTUnit</A>
,
<A HREF="FSOUND_DSP_GetMusicUnit.html">FSOUND_DSP_GetMusicUnit</A>
,
<A HREF="FSOUND_DSP_GetSFXUnit.html">FSOUND_DSP_GetSFXUnit</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_GetClipAndCopyUnit">FSOUND_DSP_GetClipAndCopyUnit</A></H2>
Returns a pointer to FSOUND's system Clip and Copy DSP unit.<BR>
<P>
<B>FSOUND_DSPUNIT *F_API </B><B> </B><B>FSOUND_DSP_GetClipAndCopyUnit</B><B>(</B><BR>
<B>);</B><BR>
<H3>Return Value</H3>
Pointer to the DSP unit.<BR>
<H3>Remarks</H3>
The FSOUND ClipAndCopy DSP unit clips the 32bit buffer down to fit the soundcard's 16bit stereo output, and sends it off to the hardware.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_GetClearUnit.html">FSOUND_DSP_GetClearUnit</A>
,
<A HREF="FSOUND_DSP_GetFFTUnit.html">FSOUND_DSP_GetFFTUnit</A>
,
<A HREF="FSOUND_DSP_GetMusicUnit.html">FSOUND_DSP_GetMusicUnit</A>
,
<A HREF="FSOUND_DSP_GetSFXUnit.html">FSOUND_DSP_GetSFXUnit</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_GetFFTUnit">FSOUND_DSP_GetFFTUnit</A></H2>
Returns a pointer to FSOUND's system DSP FFT processing unit.<BR>
<P>
<B>DLL_API FSOUND_DSPUNIT *F_API </B><B> </B><B>FSOUND_DSP_GetFFTUnit</B><B>(</B><BR>
<B>);</B><BR>
<H3>Return Value</H3>
Pointer to the DSP unit.<BR>
<H3>Remarks</H3>
The FSOUND FFT DSP executes the FFT engine to allow FSOUND_DSP_GetSpectrum to be used.<BR>
The FFT unit is off by default, due to the cpu expense incurred in running. Turn it on to use FSOUND_DSP_GetSpectrum.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_GetClearUnit.html">FSOUND_DSP_GetClearUnit</A>
,
<A HREF="FSOUND_DSP_GetClipAndCopyUnit.html">FSOUND_DSP_GetClipAndCopyUnit</A>
,
<A HREF="FSOUND_DSP_GetMusicUnit.html">FSOUND_DSP_GetMusicUnit</A>
,
<A HREF="FSOUND_DSP_GetSFXUnit.html">FSOUND_DSP_GetSFXUnit</A>
,
<A HREF="FSOUND_DSP_GetSpectrum.html">FSOUND_DSP_GetSpectrum</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_GetMusicUnit">FSOUND_DSP_GetMusicUnit</A></H2>
Returns a pointer to FSOUND's system DSP Music mixer unit.<BR>
<P>
<B>FSOUND_DSPUNIT *F_API </B><B> </B><B>FSOUND_DSP_GetMusicUnit</B><B>(</B><BR>
<B>);</B><BR>
<H3>Return Value</H3>
Pointer to the DSP unit.<BR>
<H3>Remarks</H3>
The FSOUND Music DSP executes the FMUSIC engine and mixes the sounds spawned by the music player.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_ClearMixBuffer.html">FSOUND_DSP_ClearMixBuffer</A>
,
<A HREF="FSOUND_DSP_GetClearUnit.html">FSOUND_DSP_GetClearUnit</A>
,
<A HREF="FSOUND_DSP_GetClipAndCopyUnit.html">FSOUND_DSP_GetClipAndCopyUnit</A>
,
<A HREF="FSOUND_DSP_GetFFTUnit.html">FSOUND_DSP_GetFFTUnit</A>
,
<A HREF="FSOUND_DSP_GetSFXUnit.html">FSOUND_DSP_GetSFXUnit</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_GetPriority">FSOUND_DSP_GetPriority</A></H2>
Returns the priority status in the DSP chain, of a specified unit.<BR>
<P>
<B>int F_API </B><B> </B><B>FSOUND_DSP_GetPriority</B><B>(</B><BR>
<B>FSOUND_DSPUNIT *</B><I>unit</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>unit</I></TD>
<TD>Pointer to DSP unit to get priority value from.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, the priority of the unit, from 0 to 1000.<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_SetPriority.html">FSOUND_DSP_SetPriority</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_GetSFXUnit">FSOUND_DSP_GetSFXUnit</A></H2>
Returns a pointer to FSOUND's system DSP SFX mixer unit.<BR>
<P>
<B>FSOUND_DSPUNIT *F_API </B><B> </B><B>FSOUND_DSP_GetSFXUnit</B><B>(</B><BR>
<B>);</B><BR>
<H3>Return Value</H3>
Pointer to the DSP unit.<BR>
<H3>Remarks</H3>
The FSOUND SFX DSP unit mixes sound effects together spawned by the user.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_ClearMixBuffer.html">FSOUND_DSP_ClearMixBuffer</A>
,
<A HREF="FSOUND_DSP_GetClearUnit.html">FSOUND_DSP_GetClearUnit</A>
,
<A HREF="FSOUND_DSP_GetClipAndCopyUnit.html">FSOUND_DSP_GetClipAndCopyUnit</A>
,
<A HREF="FSOUND_DSP_GetFFTUnit.html">FSOUND_DSP_GetFFTUnit</A>
,
<A HREF="FSOUND_DSP_GetMusicUnit.html">FSOUND_DSP_GetMusicUnit</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_GetSpectrum">FSOUND_DSP_GetSpectrum</A></H2>
Function to return a pointer to the current spectrum buffer. The buffer contains 512 floating<BR>
point values that represent each frequency band's amplitude for the current FMOD SoundSystem<BR>
mixing buffer. The range of frequencies covered by the spectrum is 1 to the nyquist frequency<BR>
or half of the output rate. So if the output rate is 44100, then frequencies provided are up<BR>
to 22050. (entry 511)<BR>
<P>
<B>F_FLOAT_API * F_API </B><B> </B><B>FSOUND_DSP_GetSpectrum</B><B>(</B><BR>
<B>);</B><BR>
<H3>Return Value</H3>
A pointer to a buffer containing 512 floats.<BR>
<H3>Remarks</H3>
Note that hardware sounds, MIDI, files do not register on the spectrum graph as they are not run through FMODs DSP system.<BR>
Note that to use this you have to turn on the FSOUND FFT DSP unit. This is achieved by calling FSOUND_DSP_GetFFTUnit, then using FSOUND_DSP_SetActive to turn it on.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_GetFFTUnit.html">FSOUND_DSP_GetFFTUnit</A>
,
<A HREF="FSOUND_DSP_SetActive.html">FSOUND_DSP_SetActive</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_MixBuffers">FSOUND_DSP_MixBuffers</A></H2>
Allows the user to mix their own data from one buffer to another, using FSOUNDs optimized<BR>
mixer routines. This was mainly provided for DSP routines, though it can be used for <BR>
anything.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_DSP_MixBuffers</B><B>(</B><BR>
<B>void *</B><I>destbuffer</I><B>,</B><BR>
<B>void *</B><I>srcbuffer</I><B>,</B><BR>
<B>int </B><B> </B><I>len</I><B>,</B><BR>
<B>int </B><B> </B><I>freq</I><B>,</B><BR>
<B>int </B><B> </B><I>vol</I><B>,</B><BR>
<B>int </B><B> </B><I>pan</I><B>,</B><BR>
<B>unsigned int </B><B> </B><I>mode</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>destbuffer</I></TD>
<TD>Pointer to a buffer to have the data mixed into.<BR>
</TD><TR VALIGN=top><TD><I>srcbuffer</I></TD>
<TD>Pointer to the source buffer to be mixed in.<BR>
</TD><TR VALIGN=top><TD><I>len</I></TD>
<TD>Amount to mix in SAMPLES.<BR>
</TD><TR VALIGN=top><TD><I>freq</I></TD>
<TD>Speed to mix data to output buffer. Remember if you mix at a rate <BR>
different than the output rate, the buffer lengths will have to be <BR>
different to compensate. Ie if the output rate is 44100 and you supply<BR>
a value of 88200 to FSOUND_DSP_MixBuffers, you will only need a destbuffer<BR>
that is half the size of srcbuffer. If you supply a value of 22050 then<BR>
you will need a destbuffer that is twice as big as srcbuffer. If they<BR>
are both the same size then it will only mix half of the data.<BR>
</TD><TR VALIGN=top><TD><I>vol</I></TD>
<TD>volume scalar value of mix. Valid values are 0 (silence) to 255 <BR>
(full volume). See FSOUND_SetVolume for more information.<BR>
</TD><TR VALIGN=top><TD><I>pan</I></TD>
<TD>pan value for data being mixed. Valid values are 0 (full left), 128<BR>
(middle), 255 (full right) and FSOUND_STEREOPAN. See FSOUND_SetPan for <BR>
more information.<BR>
</TD><TR VALIGN=top><TD><I>mode</I></TD>
<TD>Bit settings to describe the source buffer. Valid values are found in<BR>
FSOUND_MODES, but only 8/16bit and stereo/mono flags are interpreted,<BR>
other flags are ignored.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
'destbuffer' should always the format of the mixing output buffer, as it will use the mixer<BR>
currently running to do the mixing.<BR>
For MMX it is 16bit stereo, so it is 4 bytes per output sample (word left, word right)<BR>
For Standard Blend mode it is 32bit stereo, so it is 8 bytes per output sample (left dword, right dword)<BR>
For FPU mixer it is 32bit float stereo, so it is 8 bytes per output sample (left float, right float)<BR>
FSOUND_GetMixer can be used to determine which mixer is being used.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_Create.html">FSOUND_DSP_Create</A>
,
<A HREF="FSOUND_DSP_MixBuffers.html">FSOUND_DSP_MixBuffers</A>
,
<A HREF="FSOUND_GetMixer.html">FSOUND_GetMixer</A>
,
<A HREF="FSOUND_MODES.html">FSOUND_MODES</A>
,
<A HREF="FSOUND_SetFrequency.html">FSOUND_SetFrequency</A>
,
<A HREF="FSOUND_SetPan.html">FSOUND_SetPan</A>
,
<A HREF="FSOUND_SetVolume.html">FSOUND_SetVolume</A>
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<A HREF="FSOUND.html#Defines"><H5>[Define]</A></H5>
<H2><A NAME="FSOUND_DSP_PRIORITIES">FSOUND_DSP_PRIORITIES</A></H2>
These default priorities are used by FMOD internal system DSP units. They describe the <BR>
position of the DSP chain, and the order of how audio processing is executed.<BR>
You can actually through the use of FSOUND_DSP_GetxxxUnit (where xxx is the name of the DSP<BR>
unit), disable or even change the priority of a DSP unit.<BR>
<P>
<TABLE>
<TR VALIGN=top><TD><B>FSOUND_DSP_DEFAULTPRIORITY_CLEARUNIT</B></TD>
<TD><I>0 /* DSP CLEAR unit - done first */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_DSP_DEFAULTPRIORITY_SFXUNIT</B></TD>
<TD><I>100 /* DSP SFX unit - done second */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_DSP_DEFAULTPRIORITY_MUSICUNIT</B></TD>
<TD><I>200 /* DSP MUSIC unit - done third */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_DSP_DEFAULTPRIORITY_USER</B></TD>
<TD><I>300 /* User priority, use this as reference for your own DSP units */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_DSP_DEFAULTPRIORITY_FFTUNIT</B></TD>
<TD><I>900 /* This reads data for FSOUND_DSP_GetSpectrum, so it comes after user units */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_DSP_DEFAULTPRIORITY_CLIPANDCOPYUNIT</B></TD>
<TD><I>1000 /* DSP CLIP AND COPY unit - last */
</I></TD>
</TABLE>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_Create.html">FSOUND_DSP_Create</A>
,
<A HREF="FSOUND_DSP_GetSpectrum.html">FSOUND_DSP_GetSpectrum</A>
,
<A HREF="FSOUND_DSP_SetPriority.html">FSOUND_DSP_SetPriority</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_SetActive">FSOUND_DSP_SetActive</A></H2>
Allows the user to toggle a DSP unit on or off. <BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_DSP_SetActive</B><B>(</B><BR>
<B>FSOUND_DSPUNIT *</B><I>unit</I><B>,</B><BR>
<B>signed char </B><B> </B><I>active</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>unit</I></TD>
<TD>Pointer to DSP unit to have its active flag changed.<BR>
</TD><TR VALIGN=top><TD><I>active</I></TD>
<TD>Flag to say whether DSP unit should be rendered active or inactive. valid<BR>
values are TRUE or FALSE.<BR>
</TD></TABLE>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
It is possible to toggle on and off FSOUNDs internal DSP units, though not recommended.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_ClearMixBuffer.html">FSOUND_DSP_ClearMixBuffer</A>
,
<A HREF="FSOUND_DSP_Create.html">FSOUND_DSP_Create</A>
,
<A HREF="FSOUND_DSP_GetActive.html">FSOUND_DSP_GetActive</A>
,
<A HREF="FSOUND_DSP_GetSpectrum.html">FSOUND_DSP_GetSpectrum</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_DSP_SetPriority">FSOUND_DSP_SetPriority</A></H2>
Changes a DSP Unit's priority position in the DSP chain.<BR>
<P>
<B>void F_API </B><B> </B><B>FSOUND_DSP_SetPriority</B><B>(</B><BR>
<B>FSOUND_DSPUNIT *</B><I>unit</I><B>,</B><BR>
<B>int </B><B> </B><I>priority</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>unit</I></TD>
<TD>Pointer to DSP unit to have its priority changed.<BR>
</TD><TR VALIGN=top><TD><I>priority</I></TD>
<TD>Order in the priority chain. Valid numbers are 0 to 1000, 0 being<BR>
highest priority (first), with 1000 being lowest priority (last).<BR>
</TD></TABLE>
<H3>Return Value</H3>
<H3>Remarks</H3>
DSP units with the same priority as a previous unit already in the chain will be placed<BR>
AFTER all like priority units.<BR>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, PlayStation 2, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_DSP_Create.html">FSOUND_DSP_Create</A>
,
<A HREF="FSOUND_DSP_GetPriority.html">FSOUND_DSP_GetPriority</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_FREECALLBACK">FSOUND_FREECALLBACK</A></H2>
Callback to free a block of memory.<BR>
<P>
<B>void F_CALLBACKAPI </B><B> </B><B>FSOUND_FREECALLBACK</B><B>(</B><BR>
<B>void *</B><I>ptr</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>ptr</I></TD>
<TD>Pointer to a pre-existing block of memory to be freed.<BR>
</TD></TABLE>
<H3>Return Value</H3>
void<BR>
<H3>Remarks</H3>
___________________<BR>
Supported on the following platforms : Win32, WinCE, Linux, Macintosh, XBox, GameCube<BR>
<H3>See Also</H3>
<A HREF="FSOUND_ALLOCCALLBACK.html">FSOUND_ALLOCCALLBACK</A>
,
<A HREF="FSOUND_GetMemoryStats.html">FSOUND_GetMemoryStats</A>
,
<A HREF="FSOUND_REALLOCCALLBACK.html">FSOUND_REALLOCCALLBACK</A>
,
<A HREF="FSOUND_SetMemorySystem.html">FSOUND_SetMemorySystem</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_FX_Disable">FSOUND_FX_Disable</A></H2>
Disables effect processing for ALL effects on the specified channel.<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_FX_Disable</B><B>(</B><BR>
<B>int </B><B> </B><I>channel</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>channel</I></TD>
<TD>Channel number/handle to disable all fx for.<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
FSOUND_ALL is supported. Passing this will disable fx on ALL channels available.<BR>
This command can only be issued while the channel is paused or stopped.<BR>
___________________<BR>
Supported on the following platforms : Win32<BR>
<H3>See Also</H3>
<A HREF="FSOUND_FX_Enable.html">FSOUND_FX_Enable</A>
,
<A HREF="FSOUND_FX_SetChorus.html">FSOUND_FX_SetChorus</A>
,
<A HREF="FSOUND_FX_SetCompressor.html">FSOUND_FX_SetCompressor</A>
,
<A HREF="FSOUND_FX_SetDistortion.html">FSOUND_FX_SetDistortion</A>
,
<A HREF="FSOUND_FX_SetEcho.html">FSOUND_FX_SetEcho</A>
,
<A HREF="FSOUND_FX_SetFlanger.html">FSOUND_FX_SetFlanger</A>
,
<A HREF="FSOUND_FX_SetGargle.html">FSOUND_FX_SetGargle</A>
,
<A HREF="FSOUND_FX_SetI3DL2Reverb.html">FSOUND_FX_SetI3DL2Reverb</A>
,
<A HREF="FSOUND_FX_SetParamEQ.html">FSOUND_FX_SetParamEQ</A>
,
<A HREF="FSOUND_FX_SetWavesReverb.html">FSOUND_FX_SetWavesReverb</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_FX_Enable">FSOUND_FX_Enable</A></H2>
Enables effect processing for the specified channel. This command continues to add effects to a channel (up to 16) until FSOUND_FX_Disable is called.<BR>
<P>
<B>int F_API </B><B> </B><B>FSOUND_FX_Enable</B><B>(</B><BR>
<B>int </B><B> </B><I>channel</I><B>,</B><BR>
<B>unsigned int </B><B> </B><I>fxtype</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>channel</I></TD>
<TD>Channel number/handle to enable fx for.<BR>
</TD><TR VALIGN=top><TD><I>fx</I></TD>
<TD>A single fx enum value to enable certain effects. <BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, an FX id is returned.<BR>
On failure, -1 is returned.<BR>
<H3>Remarks</H3>
FSOUND_ALL is supported. Passing this will enable fx on ALL channels available.<BR>
This command can only be issued while the channel is paused.<BR>
If an effect is not enabled, then it will not be affected by its corresponding FSOUND_FX_Set functions.<BR>
This function must be played after a paused PlaySoundEx (ie FSOUND_PlaySoundEx(FSOUND_FREE, sound, NULL, TRUE)), and before<BR>
the FSOUND_SetPaused(FALSE) so that the hardware can get the resource before it starts playing.<BR>
A total of 16 FX per channel is allowed, any more will result in an error. FX are reset to 0 after a sound is stopped or played. (but as above, before the unpausing of a play-paused sound).<BR>
Warning : This function is expensive to call as it has to set up fx buffers etc. It is best to call it once, reserve the channel then reuse the channel index when calling playsound without calling it again.<BR>
Note : Under DirectX 8, channels with FX enabled sounds cannot have their frequency changed. DirectX 9 and above do not have this limitation.<BR>
___________________<BR>
Supported on the following platforms : Win32<BR>
<H3>See Also</H3>
<A HREF="FSOUND_FX_Disable.html">FSOUND_FX_Disable</A>
,
<A HREF="FSOUND_FX_MODES.html">FSOUND_FX_MODES</A>
,
<A HREF="FSOUND_FX_SetChorus.html">FSOUND_FX_SetChorus</A>
,
<A HREF="FSOUND_FX_SetCompressor.html">FSOUND_FX_SetCompressor</A>
,
<A HREF="FSOUND_FX_SetDistortion.html">FSOUND_FX_SetDistortion</A>
,
<A HREF="FSOUND_FX_SetEcho.html">FSOUND_FX_SetEcho</A>
,
<A HREF="FSOUND_FX_SetFlanger.html">FSOUND_FX_SetFlanger</A>
,
<A HREF="FSOUND_FX_SetGargle.html">FSOUND_FX_SetGargle</A>
,
<A HREF="FSOUND_FX_SetI3DL2Reverb.html">FSOUND_FX_SetI3DL2Reverb</A>
,
<A HREF="FSOUND_FX_SetParamEQ.html">FSOUND_FX_SetParamEQ</A>
,
<A HREF="FSOUND_FX_SetWavesReverb.html">FSOUND_FX_SetWavesReverb</A>
,
<A HREF="FSOUND_PlaySound.html">FSOUND_PlaySound</A>
,
<A HREF="FSOUND_PlaySoundEx.html">FSOUND_PlaySoundEx</A>
,
<A HREF="FSOUND_SetPaused.html">FSOUND_SetPaused</A>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<A HREF="FSOUND.html#Enums"><H5>[Enum]</A></H5>
<H2><A NAME="FSOUND_FX_MODES">FSOUND_FX_MODES</A></H2>
These values are used with FSOUND_FX_Enable to enable DirectX 8 FX for a channel.<BR>
<P>
<H3>Enumerators</H3>
<TABLE>
<TR VALIGN=top><TD><I>FSOUND_FX_CHORUS</I></TD>
<TD></TD><TR VALIGN=top><TD><I>FSOUND_FX_COMPRESSOR</I></TD>
<TD></TD><TR VALIGN=top><TD><I>FSOUND_FX_DISTORTION</I></TD>
<TD></TD><TR VALIGN=top><TD><I>FSOUND_FX_ECHO</I></TD>
<TD></TD><TR VALIGN=top><TD><I>FSOUND_FX_FLANGER</I></TD>
<TD></TD><TR VALIGN=top><TD><I>FSOUND_FX_GARGLE</I></TD>
<TD></TD><TR VALIGN=top><TD><I>FSOUND_FX_I3DL2REVERB</I></TD>
<TD></TD><TR VALIGN=top><TD><I>FSOUND_FX_PARAMEQ</I></TD>
<TD></TD><TR VALIGN=top><TD><I>FSOUND_FX_WAVES_REVERB</I></TD>
<TD></TD><TR VALIGN=top><TD><I>FSOUND_FX_MAX</I></TD>
<TD></TD></TABLE>
<H3>See Also</H3>
<A HREF="FSOUND_FX_Disable.html">FSOUND_FX_Disable</A>
,
<A HREF="FSOUND_FX_Enable.html">FSOUND_FX_Enable</A>
,
<A HREF="FSOUND_FX_SetChorus.html">FSOUND_FX_SetChorus</A>
,
<A HREF="FSOUND_FX_SetCompressor.html">FSOUND_FX_SetCompressor</A>
,
<A HREF="FSOUND_FX_SetDistortion.html">FSOUND_FX_SetDistortion</A>
,
<A HREF="FSOUND_FX_SetEcho.html">FSOUND_FX_SetEcho</A>
,
<A HREF="FSOUND_FX_SetFlanger.html">FSOUND_FX_SetFlanger</A>
,
<A HREF="FSOUND_FX_SetGargle.html">FSOUND_FX_SetGargle</A>
,
<A HREF="FSOUND_FX_SetI3DL2Reverb.html">FSOUND_FX_SetI3DL2Reverb</A>
,
<A HREF="FSOUND_FX_SetParamEQ.html">FSOUND_FX_SetParamEQ</A>
,
<A HREF="FSOUND_FX_SetWavesReverb.html">FSOUND_FX_SetWavesReverb</A>
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
<H2><A NAME="FSOUND_FX_SetChorus">FSOUND_FX_SetChorus</A></H2>
Sets the parameters for the chorus effect on a particular channel<BR>
<P>
<B>signed char F_API </B><B> </B><B>FSOUND_FX_SetChorus</B><B>(</B><BR>
<B>int </B><B> </B><I>fxid</I><B>,</B><BR>
<B>float </B><B> </B><I>WetDryMix</I><B>,</B><BR>
<B>float </B><B> </B><I>Depth</I><B>,</B><BR>
<B>float </B><B> </B><I>Feedback</I><B>,</B><BR>
<B>float </B><B> </B><I>Frequency</I><B>,</B><BR>
<B>int </B><B> </B><I>Waveform</I><B>,</B><BR>
<B>float </B><B> </B><I>Delay</I><B>,</B><BR>
<B>int </B><B> </B><I>Phase</I><BR>
<B>);</B><BR>
<H3>Parameters</H3>
<TABLE>
<TR VALIGN=top><TD><I>fxid</I></TD>
<TD>fx handle generated by FSOUND_FX_Enable, to set chorus parameters for.<BR>
</TD><TR VALIGN=top><TD><I>WetDryMix</I></TD>
<TD>Ratio of wet (processed) signal to dry (unprocessed) signal. Must be in the range from 0 through 100 (all wet). <BR>
</TD><TR VALIGN=top><TD><I>Depth</I></TD>
<TD>Percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point. Must be in the range from 0 through 100. The default value is 25. <BR>
</TD><TR VALIGN=top><TD><I>Feedback</I></TD>
<TD>Percentage of output signal to feed back into the effects input, in the range from -99 to 99. The default value is 0. <BR>
</TD><TR VALIGN=top><TD><I>Frequency</I></TD>
<TD>Frequency of the LFO, in the range from 0 to 10. The default value is 0. <BR>
</TD><TR VALIGN=top><TD><I>Waveform</I></TD>
<TD>Waveform of the LFO. Defined values are <BR>
0 triangle.<BR>
1 sine.<BR>
By default, the waveform is a sine. <BR>
</TD><TR VALIGN=top><TD><I>Delay</I></TD>
<TD>Number of milliseconds the input is delayed before it is played back, in the range from 0 to 20. The default value is 0 ms. <BR>
</TD><TR VALIGN=top><TD><I>Phase</I></TD>
<TD>Phase differential between left and right LFOs, in the range from 0 through 4. Possible values are defined as follows: <BR>
0 -180 degrees<BR>
1 - 90 degrees<BR>
2 0 degrees<BR>
3 90 degrees<BR>
4 180 degrees<BR>
</TD></TABLE>
<H3>Return Value</H3>
On success, TRUE is returned.<BR>
On failure, FALSE is returned.<BR>
<H3>Remarks</H3>
Make sure you have enabled this effect with FSOUND_FX_CHORUS before using this function.<BR>
___________________<BR>
Supported on the following platforms : Win32<BR>
<H3>See Also</H3>
<A HREF="FSOUND_FX_Disable.html">FSOUND_FX_Disable</A>
,
<A HREF="FSOUND_FX_Enable.html">FSOUND_FX_Enable</A>
,
<A HREF="FSOUND_FX_MODES.html">FSOUND_FX_MODES</A>
,
<A HREF="FSOUND_FX_SetCompressor.html">FSOUND_FX_SetCompressor</A>
,
<A HREF="FSOUND_FX_SetDistortion.html">FSOUND_FX_SetDistortion</A>
,
<A HREF="FSOUND_FX_SetEcho.html">FSOUND_FX_SetEcho</A>
,
<A HREF="FSOUND_FX_SetFlanger.html">FSOUND_FX_SetFlanger</A>
,
<A HREF="FSOUND_FX_SetGargle.html">FSOUND_FX_SetGargle</A>
,
<A HREF="FSOUND_FX_SetI3DL2Reverb.html">FSOUND_FX_SetI3DL2Reverb</A>
,
<A HREF="FSOUND_FX_SetParamEQ.html">FSOUND_FX_SetParamEQ</A>
,
<A HREF="FSOUND_FX_SetWavesReverb.html">FSOUND_FX_SetWavesReverb</A>
<HR><BR><FONT SIZE="-2">This document copyright &copy;Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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