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