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[Define]

FSOUND_MODES

Sample description bitfields, OR them together for loading and describing samples.
NOTE. If the file format being loaded already has a defined format, such as WAV or MP3, then
trying to override the pre-defined format with a new set of format flags will not work. For
example, an 8 bit WAV file will not load as 16bit if you specify FSOUND_16BITS. It will just
ignore the flag and go ahead loading it as 8bits. For these type of formats the only flags
you can specify that will really alter the behaviour of how it is loaded, are the following.
---------
Looping behaviour - FSOUND_LOOP_OFF, FSOUND_LOOP_NORMAL, FSOUND_LOOP_BIDI
Load destination - FSOUND_HW3D, FSOUND_HW2D, FSOUND_2D
Loading behaviour - FSOUND_NONBLOCKING, FSOUND_LOADMEMORY, FSOUND_LOADRAW, FSOUND_MPEGACCURATE, FSOUND_MPEGHALFRATE, FSOUND_FORCEMONO
Playback behaviour - FSOUND_STREAMABLE, FSOUND_ENABLEFX
PlayStation 2 only - FSOUND_USECORE0, FSOUND_USECORE1, FSOUND_LOADMEMORYIOP
---------
See flag descriptions for what these do.

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)

See Also

FMUSIC_GetOpenState , FMUSIC_LoadSong , FSOUND_Stream_GetLength , FSOUND_Stream_GetLengthMs , FSOUND_Stream_GetOpenState , FSOUND_Stream_Open , FSOUND_Stream_SetTime

This document copyright ©Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.
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