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) |