NS/main/source/includes/fmodapi375linux/documentation/HTML/FSOUND_INIT_FLAGS.html
2014-12-16 14:36:27 +01:00

106 lines
5.4 KiB
HTML

<HTML>
<HEAD>
<META NAME="GENERATOR" Content="SOURCEDOC.EXE">
<META HTTP-EQUIV="Content-Type" content="text/html; charset=iso-8859-1">
<TITLE>FSOUND_INIT_FLAGS</TITLE>
<STYLE>
#flush {margin-left: -10p; margin-right: -0p}
#buttonbar {color: white}
</STYLE>
</HEAD>
<BODY TOPMARGIN=0 BGPROPERTIES="FIXED" BGCOLOR="white">
<FONT FACE="ARIAL">
<SPAN ID="flush">
<A NAME="SEE ALSO">
<TABLE WIDTH="100%" COLS=2 BORDER=0 BGCOLOR="#000000">
<TR ALIGN=RIGHT>
<TD ALIGN=LEFT>
<IMG SRC="banner03.gif" WIDTH="88" HEIGHT="31" BORDER=0>
</TD>
<TD ALIGN=RIGHT VALIGN=TOP>
<FONT FACE="ARIAL" SIZE="2">
<A ID=buttonbar HREF="FSOUND_DSP_PRIORITIES.html">
<IMG SRC="u_prev.gif" WIDTH="71" HEIGHT="16" BORDER=0 ALT="Previous Topic">
</A>
<A ID=buttonbar HREF="FSOUND.html">
<IMG SRC="u_index.gif" WIDTH="47" HEIGHT="16" BORDER=0 ALT="Index">
</A>
<A ID=buttonbar HREF="FSOUND_MISC_VALUES.html">
<IMG SRC="u_next.gif" WIDTH="48" HEIGHT="16" BORDER=0 ALT="Next Topic">
</A>
</FONT></TD><TD WIDTH=15></TD>
</TR>
</TABLE>
</A>
</SPAN>
<A HREF="FSOUND.html#Defines"><H5>[Define]</A></H5>
<H2><A NAME="FSOUND_INIT_FLAGS">FSOUND_INIT_FLAGS</A></H2>
Initialization flags. Use them with FSOUND_Init in the flags parameter to change various behaviour.<BR>
FSOUND_INIT_ENABLESYSTEMCHANNELFX Is an init mode which enables the FSOUND mixer buffer to be affected by DirectX 8 effects.<BR>
Note that due to limitations of DirectSound, FSOUND_Init may fail if this is enabled because the buffersize is too small.<BR>
This can be fixed with FSOUND_SetBufferSize. Increase the BufferSize until it works.<BR>
When it is enabled you can use the FSOUND_FX api, and use FSOUND_SYSTEMCHANNEL as the channel id when setting parameters.<BR>
<P>
<TABLE>
<TR VALIGN=top><TD><B>FSOUND_INIT_USEDEFAULTMIDISYNTH</B></TD>
<TD><I>0x0001 /* Win32 only - Causes MIDI playback to force software decoding. */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_GLOBALFOCUS</B></TD>
<TD><I>0x0002 /* Win32 only - For DirectSound output - sound is not muted when window is out of focus. */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_ENABLESYSTEMCHANNELFX</B></TD>
<TD><I>0x0004 /* Win32 only - For DirectSound output - Allows FSOUND_FX api to be used on global software mixer output! (use FSOUND_SYSTEMCHANNEL as channel id) */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_ACCURATEVULEVELS</B></TD>
<TD><I>0x0008 /* This latency adjusts FSOUND_GetCurrentLevels, but incurs a small cpu and memory hit */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_PS2_DISABLECORE0REVERB</B></TD>
<TD><I>0x0010 /* PS2 only - Disable reverb on CORE 0 (SPU2 voices 00-23) to regain SRAM */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_PS2_DISABLECORE1REVERB</B></TD>
<TD><I>0x0020 /* PS2 only - Disable reverb on CORE 1 (SPU2 voices 24-47) to regain SRAM */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_PS2_SWAPDMACORES</B></TD>
<TD><I>0x0040 /* PS2 only - By default FMOD uses DMA CH0 for mixing, CH1 for uploads, this flag swaps them around */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_DONTLATENCYADJUST</B></TD>
<TD><I>0x0080 /* Callbacks are not latency adjusted, and are called at mix time. Also information functions are immediate */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_GC_INITLIBS</B></TD>
<TD><I>0x0100 /* GC only - Initializes GC audio libraries */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_STREAM_FROM_MAIN_THREAD</B></TD>
<TD><I>0x0200 /* Turns off fmod streamer thread, and makes streaming update from FSOUND_Update called by the user */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_PS2_USEVOLUMERAMPING</B></TD>
<TD><I>0x0400 /* PS2 only - Turns on volume ramping system to remove hardware clicks. */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_DSOUND_DEFERRED</B></TD>
<TD><I>0x0800 /* Win32 only - For DirectSound output. 3D commands are batched together and executed at FSOUND_Update. */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_DSOUND_HRTF_LIGHT</B></TD>
<TD><I>0x1000 /* Win32 only - For DirectSound output. FSOUND_HW3D buffers use a slightly higher quality algorithm when 3d hardware acceleration is not present. */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_DSOUND_HRTF_FULL</B></TD>
<TD><I>0x2000 /* Win32 only - For DirectSound output. FSOUND_HW3D buffers use full quality 3d playback when 3d hardware acceleration is not present. */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_XBOX_REMOVEHEADROOM</B></TD>
<TD><I>0x4000 /* XBox only - By default directsound attenuates all sound by 6db to avoid clipping/distortion. CAUTION. If you use this flag you are responsible for the final mix to make sure clipping / distortion doesn't happen. */
</I></TD>
<TR VALIGN=top><TD><B>FSOUND_INIT_PSP_SILENCEONUNDERRUN</B></TD>
<TD><I>0x8000 /* PSP only - If streams skip / stutter when device is powered on, either increase stream buffersize, or use this flag instead to play silence while the UMD is recovering. */
</I></TD>
</TABLE>
<H3>See Also</H3>
<A HREF="FSOUND_GetCurrentLevels.html">FSOUND_GetCurrentLevels</A>
,
<A HREF="FSOUND_Init.html">FSOUND_Init</A>
,
<A HREF="FSOUND_SetBufferSize.html">FSOUND_SetBufferSize</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>
<FONT SIZE="-2">Generated Thu Dec 15 17:31:37 2005
by SourceDoc v0.10, the automated source code documenter.</FONT><BR>
</BODY>
</HTML>