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1183 lines
68 KiB
C++
1183 lines
68 KiB
C++
/* ========================================================================================== */
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/* FMOD Main header file. Copyright (c), Firelight Technologies Pty, Ltd 1999-2003. */
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/* ========================================================================================== */
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#ifndef _FMOD_H_
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#define _FMOD_H_
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/* ========================================================================================== */
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/* DEFINITIONS */
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/* ========================================================================================== */
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#if (!defined(WIN32) && !defined(_WIN32) && !defined(__WIN32__) && !defined(_WIN32_WCE) && !defined(_XBOX)) || (defined(__GNUC__) && defined(WIN32))
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#ifndef __cdecl
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#define __cdecl
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#endif
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#ifndef __stdcall
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#define __stdcall
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#endif
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#endif
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#if defined(_WIN32_WCE)
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#define F_API _cdecl
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#define F_CALLBACKAPI _cdecl
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#else
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#define F_API __stdcall
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#define F_CALLBACKAPI __stdcall
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#endif
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#ifdef DLL_EXPORTS
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#define DLL_API __declspec(dllexport)
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#else
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#if defined(__LCC__) || defined(__MINGW32__) || defined(__CYGWIN32__)
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#define DLL_API F_API
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#else
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#define DLL_API
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#endif /* __LCC__ || __MINGW32__ || __CYGWIN32__ */
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#endif /* DLL_EXPORTS */
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#define FMOD_VERSION 3.71f
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/*
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FMOD defined types
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*/
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typedef struct FSOUND_SAMPLE FSOUND_SAMPLE;
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typedef struct FSOUND_STREAM FSOUND_STREAM;
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typedef struct FSOUND_DSPUNIT FSOUND_DSPUNIT;
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typedef struct FSOUND_SYNCPOINT FSOUND_SYNCPOINT;
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typedef struct FMUSIC_MODULE FMUSIC_MODULE;
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/*
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Callback types
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*/
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typedef void * (F_CALLBACKAPI *FSOUND_DSPCALLBACK) (void *originalbuffer, void *newbuffer, int length, int param);
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typedef signed char (F_CALLBACKAPI *FSOUND_STREAMCALLBACK) (FSOUND_STREAM *stream, void *buff, int len, int param);
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typedef void (F_CALLBACKAPI *FMUSIC_CALLBACK) (FMUSIC_MODULE *mod, unsigned char param);
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typedef unsigned int(F_CALLBACKAPI *FSOUND_OPENCALLBACK) (const char *name);
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typedef void (F_CALLBACKAPI *FSOUND_CLOSECALLBACK) (unsigned int handle);
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typedef int (F_CALLBACKAPI *FSOUND_READCALLBACK) (void *buffer, int size, unsigned int handle);
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typedef int (F_CALLBACKAPI *FSOUND_SEEKCALLBACK) (unsigned int handle, int pos, signed char mode);
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typedef int (F_CALLBACKAPI *FSOUND_TELLCALLBACK) (unsigned int handle);
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typedef void * (F_CALLBACKAPI *FSOUND_ALLOCCALLBACK) (unsigned int size);
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typedef void * (F_CALLBACKAPI *FSOUND_REALLOCCALLBACK) (void *ptr, unsigned int size);
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typedef void (F_CALLBACKAPI *FSOUND_FREECALLBACK) (void *ptr);
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typedef signed char (F_CALLBACKAPI *FSOUND_METADATACALLBACK)(char *name, char *value, int userdata);
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/*
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[ENUM]
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[
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[DESCRIPTION]
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On failure of commands in FMOD, use FSOUND_GetError to attain what happened.
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[SEE_ALSO]
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FSOUND_GetError
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]
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*/
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enum FMOD_ERRORS
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{
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FMOD_ERR_NONE, /* No errors */
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FMOD_ERR_BUSY, /* Cannot call this command after FSOUND_Init. Call FSOUND_Close first. */
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FMOD_ERR_UNINITIALIZED, /* This command failed because FSOUND_Init or FSOUND_SetOutput was not called */
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FMOD_ERR_INIT, /* Error initializing output device. */
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FMOD_ERR_ALLOCATED, /* Error initializing output device, but more specifically, the output device is already in use and cannot be reused. */
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FMOD_ERR_PLAY, /* Playing the sound failed. */
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FMOD_ERR_OUTPUT_FORMAT, /* Soundcard does not support the features needed for this soundsystem (16bit stereo output) */
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FMOD_ERR_COOPERATIVELEVEL, /* Error setting cooperative level for hardware. */
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FMOD_ERR_CREATEBUFFER, /* Error creating hardware sound buffer. */
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FMOD_ERR_FILE_NOTFOUND, /* File not found */
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FMOD_ERR_FILE_FORMAT, /* Unknown file format */
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FMOD_ERR_FILE_BAD, /* Error loading file */
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FMOD_ERR_MEMORY, /* Not enough memory or resources */
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FMOD_ERR_VERSION, /* The version number of this file format is not supported */
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FMOD_ERR_INVALID_PARAM, /* An invalid parameter was passed to this function */
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FMOD_ERR_NO_EAX, /* Tried to use an EAX command on a non EAX enabled channel or output. */
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FMOD_ERR_CHANNEL_ALLOC, /* Failed to allocate a new channel */
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FMOD_ERR_RECORD, /* Recording is not supported on this machine */
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FMOD_ERR_MEDIAPLAYER, /* Windows Media Player not installed so cannot play wma or use internet streaming. */
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FMOD_ERR_CDDEVICE /* An error occured trying to open the specified CD device */
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};
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/*
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[ENUM]
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[
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[DESCRIPTION]
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These output types are used with FSOUND_SetOutput, to choose which output driver to use.
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FSOUND_OUTPUT_DSOUND will not support hardware 3d acceleration if the sound card driver
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does not support DirectX 6 Voice Manager Extensions.
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FSOUND_OUTPUT_WINMM is recommended for NT and CE.
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[SEE_ALSO]
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FSOUND_SetOutput
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FSOUND_GetOutput
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]
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*/
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enum FSOUND_OUTPUTTYPES
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{
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FSOUND_OUTPUT_NOSOUND, /* NoSound driver, all calls to this succeed but do nothing. */
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FSOUND_OUTPUT_WINMM, /* Windows Multimedia driver. */
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FSOUND_OUTPUT_DSOUND, /* DirectSound driver. You need this to get EAX2 or EAX3 support, or FX api support. */
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FSOUND_OUTPUT_A3D, /* A3D driver. */
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FSOUND_OUTPUT_OSS, /* Linux/Unix OSS (Open Sound System) driver, i.e. the kernel sound drivers. */
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FSOUND_OUTPUT_ESD, /* Linux/Unix ESD (Enlightment Sound Daemon) driver. */
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FSOUND_OUTPUT_ALSA, /* Linux Alsa driver. */
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FSOUND_OUTPUT_ASIO, /* Low latency ASIO driver */
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FSOUND_OUTPUT_XBOX, /* Xbox driver */
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FSOUND_OUTPUT_PS2, /* PlayStation 2 driver */
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FSOUND_OUTPUT_MAC, /* Mac SoundManager driver */
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FSOUND_OUTPUT_GC, /* Gamecube driver */
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FSOUND_OUTPUT_NOSOUND_NONREALTIME /* This is the same as nosound, but the sound generation is driven by FSOUND_Update */
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};
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/*
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[ENUM]
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[
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[DESCRIPTION]
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These mixer types are used with FSOUND_SetMixer, to choose which mixer to use, or to act
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upon for other reasons using FSOUND_GetMixer.
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It is not nescessary to set the mixer. FMOD will autodetect the best mixer for you.
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[SEE_ALSO]
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FSOUND_SetMixer
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FSOUND_GetMixer
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]
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*/
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enum FSOUND_MIXERTYPES
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{
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FSOUND_MIXER_AUTODETECT, /* CE/PS2/GC Only - Non interpolating/low quality mixer. */
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FSOUND_MIXER_BLENDMODE, /* Removed / obsolete. */
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FSOUND_MIXER_MMXP5, /* Removed / obsolete. */
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FSOUND_MIXER_MMXP6, /* Removed / obsolete. */
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FSOUND_MIXER_QUALITY_AUTODETECT,/* All platforms - Autodetect the fastest quality mixer based on your cpu. */
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FSOUND_MIXER_QUALITY_FPU, /* Win32/Linux only - Interpolating/volume ramping FPU mixer. */
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FSOUND_MIXER_QUALITY_MMXP5, /* Win32/Linux only - Interpolating/volume ramping P5 MMX mixer. */
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FSOUND_MIXER_QUALITY_MMXP6, /* Win32/Linux only - Interpolating/volume ramping ppro+ MMX mixer. */
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FSOUND_MIXER_MONO, /* CE/PS2/GC only - MONO non interpolating/low quality mixer. For speed*/
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FSOUND_MIXER_QUALITY_MONO, /* CE/PS2/GC only - MONO Interpolating mixer. For speed */
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FSOUND_MIXER_MAX
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};
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/*
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[ENUM]
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[
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[DESCRIPTION]
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These definitions describe the type of song being played.
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[SEE_ALSO]
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FMUSIC_GetType
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]
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*/
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enum FMUSIC_TYPES
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{
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FMUSIC_TYPE_NONE,
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FMUSIC_TYPE_MOD, /* Protracker / Fasttracker */
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FMUSIC_TYPE_S3M, /* ScreamTracker 3 */
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FMUSIC_TYPE_XM, /* FastTracker 2 */
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FMUSIC_TYPE_IT, /* Impulse Tracker. */
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FMUSIC_TYPE_MIDI, /* MIDI file */
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FMUSIC_TYPE_FSB /* FMOD Sample Bank file */
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};
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/*
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[DEFINE_START]
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[
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[NAME]
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FSOUND_DSP_PRIORITIES
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[DESCRIPTION]
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These default priorities are used by FMOD internal system DSP units. They describe the
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position of the DSP chain, and the order of how audio processing is executed.
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You can actually through the use of FSOUND_DSP_GetxxxUnit (where xxx is the name of the DSP
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unit), disable or even change the priority of a DSP unit.
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[SEE_ALSO]
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FSOUND_DSP_Create
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FSOUND_DSP_SetPriority
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FSOUND_DSP_GetSpectrum
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]
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*/
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#define FSOUND_DSP_DEFAULTPRIORITY_CLEARUNIT 0 /* DSP CLEAR unit - done first */
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#define FSOUND_DSP_DEFAULTPRIORITY_SFXUNIT 100 /* DSP SFX unit - done second */
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#define FSOUND_DSP_DEFAULTPRIORITY_MUSICUNIT 200 /* DSP MUSIC unit - done third */
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#define FSOUND_DSP_DEFAULTPRIORITY_USER 300 /* User priority, use this as reference for your own DSP units */
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#define FSOUND_DSP_DEFAULTPRIORITY_FFTUNIT 900 /* This reads data for FSOUND_DSP_GetSpectrum, so it comes after user units */
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#define FSOUND_DSP_DEFAULTPRIORITY_CLIPANDCOPYUNIT 1000 /* DSP CLIP AND COPY unit - last */
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/* [DEFINE_END] */
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/*
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[DEFINE_START]
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[
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[NAME]
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FSOUND_CAPS
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[DESCRIPTION]
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Driver description bitfields. Use FSOUND_Driver_GetCaps to determine if a driver enumerated
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has the settings you are after. The enumerated driver depends on the output mode, see
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FSOUND_OUTPUTTYPES
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[SEE_ALSO]
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FSOUND_GetDriverCaps
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FSOUND_OUTPUTTYPES
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]
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*/
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#define FSOUND_CAPS_HARDWARE 0x1 /* This driver supports hardware accelerated 3d sound. */
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#define FSOUND_CAPS_EAX2 0x2 /* This driver supports EAX 2 reverb */
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#define FSOUND_CAPS_EAX3 0x10 /* This driver supports EAX 3 reverb */
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/* [DEFINE_END] */
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/*
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[DEFINE_START]
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[
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[NAME]
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FSOUND_MODES
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[DESCRIPTION]
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Sample description bitfields, OR them together for loading and describing samples.
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NOTE. If the file format being loaded already has a defined format, such as WAV or MP3, then
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trying to override the pre-defined format with a new set of format flags will not work. For
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example, an 8 bit WAV file will not load as 16bit if you specify FSOUND_16BITS. It will just
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ignore the flag and go ahead loading it as 8bits. For these type of formats the only flags
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you can specify that will really alter the behaviour of how it is loaded, are the following.
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---------
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Looping behaviour - FSOUND_LOOP_OFF, FSOUND_LOOP_NORMAL, FSOUND_LOOP_BIDI
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Load destination - FSOUND_HW3D, FSOUND_HW2D, FSOUND_2D
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Loading behaviour - FSOUND_NONBLOCKING, FSOUND_LOADMEMORY, FSOUND_LOADRAW, FSOUND_MPEGACCURATE, FSOUND_MPEGHALFRATE, FSOUND_FORCEMONO
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Playback behaviour - FSOUND_STREAMABLE, FSOUND_ENABLEFX
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PlayStation 2 only - FSOUND_USECORE0, FSOUND_USECORE1, FSOUND_LOADMEMORYIOP
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---------
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See flag descriptions for what these do.
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]
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*/
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#define FSOUND_LOOP_OFF 0x00000001 /* For non looping samples. */
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#define FSOUND_LOOP_NORMAL 0x00000002 /* For forward looping samples. */
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#define FSOUND_LOOP_BIDI 0x00000004 /* For bidirectional looping samples. (no effect if in hardware). */
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#define FSOUND_8BITS 0x00000008 /* For 8 bit samples. */
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#define FSOUND_16BITS 0x00000010 /* For 16 bit samples. */
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#define FSOUND_MONO 0x00000020 /* For mono samples. */
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#define FSOUND_STEREO 0x00000040 /* For stereo samples. */
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#define FSOUND_UNSIGNED 0x00000080 /* For user created source data containing unsigned samples. */
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#define FSOUND_SIGNED 0x00000100 /* For user created source data containing signed data. */
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#define FSOUND_DELTA 0x00000200 /* For user created source data stored as delta values. */
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#define FSOUND_IT214 0x00000400 /* For user created source data stored using IT214 compression. */
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#define FSOUND_IT215 0x00000800 /* For user created source data stored using IT215 compression. */
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#define FSOUND_HW3D 0x00001000 /* Attempts to make samples use 3d hardware acceleration. (if the card supports it) */
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#define FSOUND_2D 0x00002000 /* Tells software (not hardware) based sample not to be included in 3d processing. */
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#define FSOUND_STREAMABLE 0x00004000 /* For a streamimg sound where you feed the data to it. */
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#define FSOUND_LOADMEMORY 0x00008000 /* "name" will be interpreted as a pointer to data for streaming and samples. */
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#define FSOUND_LOADRAW 0x00010000 /* Will ignore file format and treat as raw pcm. */
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#define 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. */
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#define 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 */
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#define FSOUND_HW2D 0x00080000 /* 2D hardware sounds. allows hardware specific effects */
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#define 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 */
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#define FSOUND_MPEGHALFRATE 0x00200000 /* For FMODCE only - decodes mpeg streams using a lower quality decode, but faster execution */
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#define FSOUND_IMAADPCM 0x00400000 /* Contents are stored compressed as IMA ADPCM */
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#define FSOUND_VAG 0x00800000 /* For PS2 only - Contents are compressed as Sony VAG format */
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#define 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. */
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#define FSOUND_GCADPCM 0x02000000 /* For Gamecube only - Contents are compressed as Gamecube DSP-ADPCM format */
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#define FSOUND_MULTICHANNEL 0x04000000 /* For PS2 and Gamecube only - Contents are interleaved into a multi-channel (more than stereo) format */
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#define FSOUND_USECORE0 0x08000000 /* For PS2 only - Sample/Stream is forced to use hardware voices 00-23 */
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#define FSOUND_USECORE1 0x10000000 /* For PS2 only - Sample/Stream is forced to use hardware voices 24-47 */
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#define 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 */
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#define FSOUND_STREAM_NET 0x80000000 /* Specifies an internet stream */
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#define FSOUND_NORMAL (FSOUND_16BITS | FSOUND_SIGNED | FSOUND_MONO)
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/* [DEFINE_END] */
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/*
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[DEFINE_START]
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[
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[NAME]
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FSOUND_CDPLAYMODES
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[DESCRIPTION]
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Playback method for a CD Audio track, with FSOUND_CD_SetPlayMode
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[SEE_ALSO]
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FSOUND_CD_SetPlayMode
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FSOUND_CD_Play
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]
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*/
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#define FSOUND_CD_PLAYCONTINUOUS 0 /* Starts from the current track and plays to end of CD. */
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#define FSOUND_CD_PLAYONCE 1 /* Plays the specified track then stops. */
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#define FSOUND_CD_PLAYLOOPED 2 /* Plays the specified track looped, forever until stopped manually. */
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#define FSOUND_CD_PLAYRANDOM 3 /* Plays tracks in random order */
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/* [DEFINE_END] */
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/*
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[DEFINE_START]
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[
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[NAME]
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FSOUND_MISC_VALUES
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[DESCRIPTION]
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Miscellaneous values for FMOD functions.
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[SEE_ALSO]
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FSOUND_PlaySound
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FSOUND_PlaySoundEx
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FSOUND_Sample_Alloc
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FSOUND_Sample_Load
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FSOUND_SetPan
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]
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*/
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#define FSOUND_FREE -1 /* value to play on any free channel, or to allocate a sample in a free sample slot. */
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#define FSOUND_UNMANAGED -2 /* value to allocate a sample that is NOT managed by FSOUND or placed in a sample slot. */
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#define FSOUND_ALL -3 /* for a channel index , this flag will affect ALL channels available! Not supported by every function. */
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#define FSOUND_STEREOPAN -1 /* value for FSOUND_SetPan so that stereo sounds are not played at half volume. See FSOUND_SetPan for more on this. */
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#define FSOUND_SYSTEMCHANNEL -1000 /* special 'channel' ID for all channel based functions that want to alter the global FSOUND software mixing output channel */
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#define FSOUND_SYSTEMSAMPLE -1000 /* special 'sample' ID for all sample based functions that want to alter the global FSOUND software mixing output sample */
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/* [DEFINE_END] */
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/*
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[STRUCTURE]
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[
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[DESCRIPTION]
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Structure defining a reverb environment.
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For more indepth descriptions of the reverb properties under win32, please see the EAX2 and EAX3
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documentation at http://developer.creative.com/ under the 'downloads' section.
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If they do not have the EAX3 documentation, then most information can be attained from
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the EAX2 documentation, as EAX3 only adds some more parameters and functionality on top of EAX2.
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Note the default reverb properties are the same as the FSOUND_PRESET_GENERIC preset.
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Note that integer values that typically range from -10,000 to 1000 are represented in decibels, and are of a logarithmic scale, not linear, wheras float values are typically linear.
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PORTABILITY: Each member has the platform it supports in braces ie (win32/xbox).
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Some reverb parameters are only supported in win32 and some only on xbox. If all parameters are set then the reverb should product a similar effect on either platform.
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The numerical values listed below are the maximum, minimum and default values for each variable respectively.
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[SEE_ALSO]
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FSOUND_Reverb_SetProperties
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FSOUND_Reverb_GetProperties
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FSOUND_REVERB_PRESETS
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FSOUND_REVERB_FLAGS
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]
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*/
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typedef struct _FSOUND_REVERB_PROPERTIES /* MIN MAX DEFAULT DESCRIPTION */
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{
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unsigned int Environment; /* 0 , 25 , 0 , sets all listener properties (WIN32/PS2 only) */
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float EnvSize; /* 1.0 , 100.0 , 7.5 , environment size in meters (WIN32 only) */
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float EnvDiffusion; /* 0.0 , 1.0 , 1.0 , environment diffusion (WIN32/XBOX) */
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int Room; /* -10000, 0 , -1000 , room effect level (at mid frequencies) (WIN32/XBOX/PS2) */
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int RoomHF; /* -10000, 0 , -100 , relative room effect level at high frequencies (WIN32/XBOX) */
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int RoomLF; /* -10000, 0 , 0 , relative room effect level at low frequencies (WIN32 only) */
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float DecayTime; /* 0.1 , 20.0 , 1.49 , reverberation decay time at mid frequencies (WIN32/XBOX) */
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float DecayHFRatio; /* 0.1 , 2.0 , 0.83 , high-frequency to mid-frequency decay time ratio (WIN32/XBOX) */
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float DecayLFRatio; /* 0.1 , 2.0 , 1.0 , low-frequency to mid-frequency decay time ratio (WIN32 only) */
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int Reflections; /* -10000, 1000 , -2602 , early reflections level relative to room effect (WIN32/XBOX) */
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float ReflectionsDelay; /* 0.0 , 0.3 , 0.007 , initial reflection delay time (WIN32/XBOX) */
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float ReflectionsPan[3]; /* , , [0,0,0], early reflections panning vector (WIN32 only) */
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int Reverb; /* -10000, 2000 , 200 , late reverberation level relative to room effect (WIN32/XBOX) */
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float ReverbDelay; /* 0.0 , 0.1 , 0.011 , late reverberation delay time relative to initial reflection (WIN32/XBOX) */
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float ReverbPan[3]; /* , , [0,0,0], late reverberation panning vector (WIN32 only) */
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float EchoTime; /* .075 , 0.25 , 0.25 , echo time (WIN32/PS2 only. PS2 = Delay time for ECHO/DELAY modes only) */
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float EchoDepth; /* 0.0 , 1.0 , 0.0 , echo depth (WIN32/PS2 only. PS2 = Feedback level for ECHO mode only) */
|
|
float ModulationTime; /* 0.04 , 4.0 , 0.25 , modulation time (WIN32 only) */
|
|
float ModulationDepth; /* 0.0 , 1.0 , 0.0 , modulation depth (WIN32 only) */
|
|
float AirAbsorptionHF; /* -100 , 0.0 , -5.0 , change in level per meter at high frequencies (WIN32 only) */
|
|
float HFReference; /* 1000.0, 20000 , 5000.0 , reference high frequency (hz) (WIN32/XBOX) */
|
|
float LFReference; /* 20.0 , 1000.0, 250.0 , reference low frequency (hz) (WIN32 only) */
|
|
float RoomRolloffFactor; /* 0.0 , 10.0 , 0.0 , like FSOUND_3D_SetRolloffFactor but for room effect (WIN32/XBOX) */
|
|
float Diffusion; /* 0.0 , 100.0 , 100.0 , Value that controls the echo density in the late reverberation decay. (XBOX only) */
|
|
float Density; /* 0.0 , 100.0 , 100.0 , Value that controls the modal density in the late reverberation decay (XBOX only) */
|
|
unsigned int Flags; /* FSOUND_REVERB_FLAGS - modifies the behavior of above properties (WIN32/PS2 only) */
|
|
} FSOUND_REVERB_PROPERTIES;
|
|
|
|
|
|
/*
|
|
[DEFINE_START]
|
|
[
|
|
[NAME]
|
|
FSOUND_REVERB_FLAGS
|
|
|
|
[DESCRIPTION]
|
|
Values for the Flags member of the FSOUND_REVERB_PROPERTIES structure.
|
|
|
|
[SEE_ALSO]
|
|
FSOUND_REVERB_PROPERTIES
|
|
]
|
|
*/
|
|
#define FSOUND_REVERB_FLAGS_DECAYTIMESCALE 0x00000001 /* 'EnvSize' affects reverberation decay time */
|
|
#define FSOUND_REVERB_FLAGS_REFLECTIONSSCALE 0x00000002 /* 'EnvSize' affects reflection level */
|
|
#define FSOUND_REVERB_FLAGS_REFLECTIONSDELAYSCALE 0x00000004 /* 'EnvSize' affects initial reflection delay time */
|
|
#define FSOUND_REVERB_FLAGS_REVERBSCALE 0x00000008 /* 'EnvSize' affects reflections level */
|
|
#define FSOUND_REVERB_FLAGS_REVERBDELAYSCALE 0x00000010 /* 'EnvSize' affects late reverberation delay time */
|
|
#define FSOUND_REVERB_FLAGS_DECAYHFLIMIT 0x00000020 /* AirAbsorptionHF affects DecayHFRatio */
|
|
#define FSOUND_REVERB_FLAGS_ECHOTIMESCALE 0x00000040 /* 'EnvSize' affects echo time */
|
|
#define FSOUND_REVERB_FLAGS_MODULATIONTIMESCALE 0x00000080 /* 'EnvSize' affects modulation time */
|
|
#define FSOUND_REVERB_FLAGS_CORE0 0x00000100 /* PS2 Only - Reverb is applied to CORE0 (hw voices 0-23) */
|
|
#define FSOUND_REVERB_FLAGS_CORE1 0x00000200 /* PS2 Only - Reverb is applied to CORE1 (hw voices 24-47) */
|
|
#define FSOUND_REVERB_FLAGS_DEFAULT (FSOUND_REVERB_FLAGS_DECAYTIMESCALE | \
|
|
FSOUND_REVERB_FLAGS_REFLECTIONSSCALE | \
|
|
FSOUND_REVERB_FLAGS_REFLECTIONSDELAYSCALE | \
|
|
FSOUND_REVERB_FLAGS_REVERBSCALE | \
|
|
FSOUND_REVERB_FLAGS_REVERBDELAYSCALE | \
|
|
FSOUND_REVERB_FLAGS_DECAYHFLIMIT | \
|
|
FSOUND_REVERB_FLAGS_CORE0 | \
|
|
FSOUND_REVERB_FLAGS_CORE1 )
|
|
/* [DEFINE_END] */
|
|
|
|
|
|
|
|
|
|
/*
|
|
[DEFINE_START]
|
|
[
|
|
[NAME]
|
|
FSOUND_REVERB_PRESETS
|
|
|
|
[DESCRIPTION]
|
|
A set of predefined environment PARAMETERS, created by Creative Labs
|
|
These are used to initialize an FSOUND_REVERB_PROPERTIES structure statically.
|
|
ie
|
|
FSOUND_REVERB_PROPERTIES prop = FSOUND_PRESET_GENERIC;
|
|
|
|
[SEE_ALSO]
|
|
FSOUND_Reverb_SetProperties
|
|
]
|
|
*/
|
|
/* Env Size Diffus Room RoomHF RmLF DecTm DecHF DecLF Refl RefDel RefPan Revb RevDel ReverbPan EchoTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff Diffus Densty FLAGS */
|
|
#define FSOUND_PRESET_OFF {0, 7.5f, 1.00f, -10000, -10000, 0, 1.00f, 1.00f, 1.0f, -2602, 0.007f, { 0.0f,0.0f,0.0f }, 200, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 0.0f, 0.0f, 0x33f }
|
|
#define FSOUND_PRESET_GENERIC {0, 7.5f, 1.00f, -1000, -100, 0, 1.49f, 0.83f, 1.0f, -2602, 0.007f, { 0.0f,0.0f,0.0f }, 200, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_PADDEDCELL {1, 1.4f, 1.00f, -1000, -6000, 0, 0.17f, 0.10f, 1.0f, -1204, 0.001f, { 0.0f,0.0f,0.0f }, 207, 0.002f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_ROOM {2, 1.9f, 1.00f, -1000, -454, 0, 0.40f, 0.83f, 1.0f, -1646, 0.002f, { 0.0f,0.0f,0.0f }, 53, 0.003f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_BATHROOM {3, 1.4f, 1.00f, -1000, -1200, 0, 1.49f, 0.54f, 1.0f, -370, 0.007f, { 0.0f,0.0f,0.0f }, 1030, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 60.0f, 0x3f }
|
|
#define FSOUND_PRESET_LIVINGROOM {4, 2.5f, 1.00f, -1000, -6000, 0, 0.50f, 0.10f, 1.0f, -1376, 0.003f, { 0.0f,0.0f,0.0f }, -1104, 0.004f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_STONEROOM {5, 11.6f, 1.00f, -1000, -300, 0, 2.31f, 0.64f, 1.0f, -711, 0.012f, { 0.0f,0.0f,0.0f }, 83, 0.017f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_AUDITORIUM {6, 21.6f, 1.00f, -1000, -476, 0, 4.32f, 0.59f, 1.0f, -789, 0.020f, { 0.0f,0.0f,0.0f }, -289, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_CONCERTHALL {7, 19.6f, 1.00f, -1000, -500, 0, 3.92f, 0.70f, 1.0f, -1230, 0.020f, { 0.0f,0.0f,0.0f }, -2, 0.029f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_CAVE {8, 14.6f, 1.00f, -1000, 0, 0, 2.91f, 1.30f, 1.0f, -602, 0.015f, { 0.0f,0.0f,0.0f }, -302, 0.022f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
|
|
#define FSOUND_PRESET_ARENA {9, 36.2f, 1.00f, -1000, -698, 0, 7.24f, 0.33f, 1.0f, -1166, 0.020f, { 0.0f,0.0f,0.0f }, 16, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_HANGAR {10, 50.3f, 1.00f, -1000, -1000, 0, 10.05f, 0.23f, 1.0f, -602, 0.020f, { 0.0f,0.0f,0.0f }, 198, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_CARPETTEDHALLWAY {11, 1.9f, 1.00f, -1000, -4000, 0, 0.30f, 0.10f, 1.0f, -1831, 0.002f, { 0.0f,0.0f,0.0f }, -1630, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_HALLWAY {12, 1.8f, 1.00f, -1000, -300, 0, 1.49f, 0.59f, 1.0f, -1219, 0.007f, { 0.0f,0.0f,0.0f }, 441, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_STONECORRIDOR {13, 13.5f, 1.00f, -1000, -237, 0, 2.70f, 0.79f, 1.0f, -1214, 0.013f, { 0.0f,0.0f,0.0f }, 395, 0.020f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_ALLEY {14, 7.5f, 0.30f, -1000, -270, 0, 1.49f, 0.86f, 1.0f, -1204, 0.007f, { 0.0f,0.0f,0.0f }, -4, 0.011f, { 0.0f,0.0f,0.0f }, 0.125f, 0.95f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_FOREST {15, 38.0f, 0.30f, -1000, -3300, 0, 1.49f, 0.54f, 1.0f, -2560, 0.162f, { 0.0f,0.0f,0.0f }, -229, 0.088f, { 0.0f,0.0f,0.0f }, 0.125f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 79.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_CITY {16, 7.5f, 0.50f, -1000, -800, 0, 1.49f, 0.67f, 1.0f, -2273, 0.007f, { 0.0f,0.0f,0.0f }, -1691, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 50.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_MOUNTAINS {17, 100.0f, 0.27f, -1000, -2500, 0, 1.49f, 0.21f, 1.0f, -2780, 0.300f, { 0.0f,0.0f,0.0f }, -1434, 0.100f, { 0.0f,0.0f,0.0f }, 0.250f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 27.0f, 100.0f, 0x1f }
|
|
#define FSOUND_PRESET_QUARRY {18, 17.5f, 1.00f, -1000, -1000, 0, 1.49f, 0.83f, 1.0f, -10000, 0.061f, { 0.0f,0.0f,0.0f }, 500, 0.025f, { 0.0f,0.0f,0.0f }, 0.125f, 0.70f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_PLAIN {19, 42.5f, 0.21f, -1000, -2000, 0, 1.49f, 0.50f, 1.0f, -2466, 0.179f, { 0.0f,0.0f,0.0f }, -1926, 0.100f, { 0.0f,0.0f,0.0f }, 0.250f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 21.0f, 100.0f, 0x3f }
|
|
#define FSOUND_PRESET_PARKINGLOT {20, 8.3f, 1.00f, -1000, 0, 0, 1.65f, 1.50f, 1.0f, -1363, 0.008f, { 0.0f,0.0f,0.0f }, -1153, 0.012f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
|
|
#define FSOUND_PRESET_SEWERPIPE {21, 1.7f, 0.80f, -1000, -1000, 0, 2.81f, 0.14f, 1.0f, 429, 0.014f, { 0.0f,0.0f,0.0f }, 1023, 0.021f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 80.0f, 60.0f, 0x3f }
|
|
#define FSOUND_PRESET_UNDERWATER {22, 1.8f, 1.00f, -1000, -4000, 0, 1.49f, 0.10f, 1.0f, -449, 0.007f, { 0.0f,0.0f,0.0f }, 1700, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 1.18f, 0.348f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
|
|
|
|
/* Non I3DL2 presets */
|
|
|
|
#define FSOUND_PRESET_DRUGGED {23, 1.9f, 0.50f, -1000, 0, 0, 8.39f, 1.39f, 1.0f, -115, 0.002f, { 0.0f,0.0f,0.0f }, 985, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
|
|
#define FSOUND_PRESET_DIZZY {24, 1.8f, 0.60f, -1000, -400, 0, 17.23f, 0.56f, 1.0f, -1713, 0.020f, { 0.0f,0.0f,0.0f }, -613, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 1.00f, 0.81f, 0.310f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
|
|
#define FSOUND_PRESET_PSYCHOTIC {25, 1.0f, 0.50f, -1000, -151, 0, 7.56f, 0.91f, 1.0f, -626, 0.020f, { 0.0f,0.0f,0.0f }, 774, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 4.00f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
|
|
|
|
/* PlayStation 2 Only presets */
|
|
|
|
#define FSOUND_PRESET_PS2_ROOM {1, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
|
|
#define FSOUND_PRESET_PS2_STUDIO_A {2, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
|
|
#define FSOUND_PRESET_PS2_STUDIO_B {3, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
|
|
#define FSOUND_PRESET_PS2_STUDIO_C {4, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
|
|
#define FSOUND_PRESET_PS2_HALL {5, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
|
|
#define FSOUND_PRESET_PS2_SPACE {6, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
|
|
#define FSOUND_PRESET_PS2_ECHO {7, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
|
|
#define FSOUND_PRESET_PS2_DELAY {8, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
|
|
#define FSOUND_PRESET_PS2_PIPE {9, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
|
|
|
|
/* [DEFINE_END] */
|
|
|
|
|
|
/*
|
|
[STRUCTURE]
|
|
[
|
|
[DESCRIPTION]
|
|
Structure defining the properties for a reverb source, related to a FSOUND channel.
|
|
For more indepth descriptions of the reverb properties under win32, please see the EAX3
|
|
documentation at http://developer.creative.com/ under the 'downloads' section.
|
|
If they do not have the EAX3 documentation, then most information can be attained from
|
|
the EAX2 documentation, as EAX3 only adds some more parameters and functionality on top of
|
|
EAX2.
|
|
|
|
Note the default reverb properties are the same as the FSOUND_PRESET_GENERIC preset.
|
|
Note that integer values that typically range from -10,000 to 1000 are represented in
|
|
decibels, and are of a logarithmic scale, not linear, wheras float values are typically linear.
|
|
PORTABILITY: Each member has the platform it supports in braces ie (win32/xbox).
|
|
Some reverb parameters are only supported in win32 and some only on xbox. If all parameters are set then
|
|
the reverb should product a similar effect on either platform.
|
|
Linux and FMODCE do not support the reverb api.
|
|
|
|
The numerical values listed below are the maximum, minimum and default values for each variable respectively.
|
|
|
|
[SEE_ALSO]
|
|
FSOUND_Reverb_SetChannelProperties
|
|
FSOUND_Reverb_GetChannelProperties
|
|
FSOUND_REVERB_CHANNELFLAGS
|
|
]
|
|
*/
|
|
typedef struct _FSOUND_REVERB_CHANNELPROPERTIES /* MIN MAX DEFAULT */
|
|
{
|
|
int Direct; /* -10000, 1000, 0, direct path level (at low and mid frequencies) (WIN32/XBOX) */
|
|
int DirectHF; /* -10000, 0, 0, relative direct path level at high frequencies (WIN32/XBOX) */
|
|
int Room; /* -10000, 1000, 0, room effect level (at low and mid frequencies) (WIN32/XBOX/PS2) */
|
|
int RoomHF; /* -10000, 0, 0, relative room effect level at high frequencies (WIN32/XBOX) */
|
|
int Obstruction; /* -10000, 0, 0, main obstruction control (attenuation at high frequencies) (WIN32/XBOX) */
|
|
float ObstructionLFRatio; /* 0.0, 1.0, 0.0, obstruction low-frequency level re. main control (WIN32/XBOX) */
|
|
int Occlusion; /* -10000, 0, 0, main occlusion control (attenuation at high frequencies) (WIN32/XBOX) */
|
|
float OcclusionLFRatio; /* 0.0, 1.0, 0.25, occlusion low-frequency level re. main control (WIN32/XBOX) */
|
|
float OcclusionRoomRatio; /* 0.0, 10.0, 1.5, relative occlusion control for room effect (WIN32) */
|
|
float OcclusionDirectRatio; /* 0.0, 10.0, 1.0, relative occlusion control for direct path (WIN32) */
|
|
int Exclusion; /* -10000, 0, 0, main exlusion control (attenuation at high frequencies) (WIN32) */
|
|
float ExclusionLFRatio; /* 0.0, 1.0, 1.0, exclusion low-frequency level re. main control (WIN32) */
|
|
int OutsideVolumeHF; /* -10000, 0, 0, outside sound cone level at high frequencies (WIN32) */
|
|
float DopplerFactor; /* 0.0, 10.0, 0.0, like DS3D flDopplerFactor but per source (WIN32) */
|
|
float RolloffFactor; /* 0.0, 10.0, 0.0, like DS3D flRolloffFactor but per source (WIN32) */
|
|
float RoomRolloffFactor; /* 0.0, 10.0, 0.0, like DS3D flRolloffFactor but for room effect (WIN32/XBOX) */
|
|
float AirAbsorptionFactor; /* 0.0, 10.0, 1.0, multiplies AirAbsorptionHF member of FSOUND_REVERB_PROPERTIES (WIN32) */
|
|
int Flags; /* FSOUND_REVERB_CHANNELFLAGS - modifies the behavior of properties (WIN32) */
|
|
} FSOUND_REVERB_CHANNELPROPERTIES;
|
|
|
|
|
|
/*
|
|
[DEFINE_START]
|
|
[
|
|
[NAME]
|
|
FSOUND_REVERB_CHANNELFLAGS
|
|
|
|
[DESCRIPTION]
|
|
Values for the Flags member of the FSOUND_REVERB_CHANNELPROPERTIES structure.
|
|
|
|
[SEE_ALSO]
|
|
FSOUND_REVERB_CHANNELPROPERTIES
|
|
]
|
|
*/
|
|
#define FSOUND_REVERB_CHANNELFLAGS_DIRECTHFAUTO 0x00000001 /* Automatic setting of 'Direct' due to distance from listener */
|
|
#define FSOUND_REVERB_CHANNELFLAGS_ROOMAUTO 0x00000002 /* Automatic setting of 'Room' due to distance from listener */
|
|
#define FSOUND_REVERB_CHANNELFLAGS_ROOMHFAUTO 0x00000004 /* Automatic setting of 'RoomHF' due to distance from listener */
|
|
#define FSOUND_REVERB_CHANNELFLAGS_DEFAULT (FSOUND_REVERB_CHANNELFLAGS_DIRECTHFAUTO | \
|
|
FSOUND_REVERB_CHANNELFLAGS_ROOMAUTO| \
|
|
FSOUND_REVERB_CHANNELFLAGS_ROOMHFAUTO)
|
|
/* [DEFINE_END] */
|
|
|
|
|
|
/*
|
|
[ENUM]
|
|
[
|
|
[DESCRIPTION]
|
|
These values are used with FSOUND_FX_Enable to enable DirectX 8 FX for a channel.
|
|
|
|
[SEE_ALSO]
|
|
FSOUND_FX_Enable
|
|
FSOUND_FX_Disable
|
|
FSOUND_FX_SetChorus
|
|
FSOUND_FX_SetCompressor
|
|
FSOUND_FX_SetDistortion
|
|
FSOUND_FX_SetEcho
|
|
FSOUND_FX_SetFlanger
|
|
FSOUND_FX_SetGargle
|
|
FSOUND_FX_SetI3DL2Reverb
|
|
FSOUND_FX_SetParamEQ
|
|
FSOUND_FX_SetWavesReverb
|
|
]
|
|
*/
|
|
enum FSOUND_FX_MODES
|
|
{
|
|
FSOUND_FX_CHORUS,
|
|
FSOUND_FX_COMPRESSOR,
|
|
FSOUND_FX_DISTORTION,
|
|
FSOUND_FX_ECHO,
|
|
FSOUND_FX_FLANGER,
|
|
FSOUND_FX_GARGLE,
|
|
FSOUND_FX_I3DL2REVERB,
|
|
FSOUND_FX_PARAMEQ,
|
|
FSOUND_FX_WAVES_REVERB,
|
|
|
|
FSOUND_FX_MAX
|
|
};
|
|
|
|
/*
|
|
[ENUM]
|
|
[
|
|
[DESCRIPTION]
|
|
These are speaker types defined for use with the FSOUND_SetSpeakerMode command.
|
|
Note - Only reliably works with FSOUND_OUTPUT_DSOUND or FSOUND_OUTPUT_XBOX output modes. Other output modes will only
|
|
interpret FSOUND_SPEAKERMODE_MONO and set everything else to be stereo.
|
|
|
|
Using either DolbyDigital or DTS will use whatever 5.1 digital mode is available if destination hardware is unsure.
|
|
|
|
[SEE_ALSO]
|
|
FSOUND_SetSpeakerMode
|
|
|
|
]
|
|
*/
|
|
enum FSOUND_SPEAKERMODES
|
|
{
|
|
FSOUND_SPEAKERMODE_DOLBYDIGITAL, /* Dolby Digital Output (XBOX or PC only). */
|
|
FSOUND_SPEAKERMODE_HEADPHONES, /* The speakers are headphones. */
|
|
FSOUND_SPEAKERMODE_MONO, /* The speakers are monaural. */
|
|
FSOUND_SPEAKERMODE_QUAD, /* The speakers are quadraphonic. */
|
|
FSOUND_SPEAKERMODE_STEREO, /* The speakers are stereo (default value). */
|
|
FSOUND_SPEAKERMODE_SURROUND, /* The speakers are surround sound. */
|
|
FSOUND_SPEAKERMODE_DTS, /* DTS output (XBOX only). */
|
|
FSOUND_SPEAKERMODE_PROLOGIC2, /* Dolby Prologic 2. Playstation 2 and Gamecube only. PlayStation 2 doesnt support interior panning, but supports 48 voices simultaneously. */
|
|
FSOUND_SPEAKERMODE_PROLOGIC2_INTERIOR /* Dolby Prologic 2. Playstation 2 and Gamecube only. PlayStation 2 does support interior panning, but only supports 24 voices simultaneously. */
|
|
};
|
|
|
|
|
|
/*
|
|
[DEFINE_START]
|
|
[
|
|
[NAME]
|
|
FSOUND_INIT_FLAGS
|
|
|
|
[DESCRIPTION]
|
|
Initialization flags. Use them with FSOUND_Init in the flags parameter to change various behaviour.
|
|
|
|
FSOUND_INIT_ENABLEOUTPUTFX Is an init mode which enables the FSOUND mixer buffer to be affected by DirectX 8 effects.
|
|
Note that due to limitations of DirectSound, FSOUND_Init may fail if this is enabled because the buffersize is too small.
|
|
This can be fixed with FSOUND_SetBufferSize. Increase the BufferSize until it works.
|
|
When it is enabled you can use the FSOUND_FX api, and use FSOUND_SYSTEMCHANNEL as the channel id when setting parameters.
|
|
|
|
[SEE_ALSO]
|
|
FSOUND_Init
|
|
]
|
|
*/
|
|
#define FSOUND_INIT_USEDEFAULTMIDISYNTH 0x0001 /* Causes MIDI playback to force software decoding. */
|
|
#define FSOUND_INIT_GLOBALFOCUS 0x0002 /* For DirectSound output - sound is not muted when window is out of focus. */
|
|
#define FSOUND_INIT_ENABLEOUTPUTFX 0x0004 /* For DirectSound output - Allows FSOUND_FX api to be used on global software mixer output! */
|
|
#define FSOUND_INIT_ACCURATEVULEVELS 0x0008 /* This latency adjusts FSOUND_GetCurrentLevels, but incurs a small cpu and memory hit */
|
|
#define FSOUND_INIT_PS2_DISABLECORE0REVERB 0x0010 /* PS2 only - Disable reverb on CORE 0 to regain SRAM */
|
|
#define FSOUND_INIT_PS2_DISABLECORE1REVERB 0x0020 /* PS2 only - Disable reverb on CORE 1 to regain SRAM */
|
|
#define FSOUND_INIT_PS2_SWAPDMACORES 0x0040 /* PS2 only - By default FMOD uses DMA CH0 for mixing, CH1 for uploads, this flag swaps them around */
|
|
#define FSOUND_INIT_DONTLATENCYADJUST 0x0080 /* Callbacks are not latency adjusted, and are called at mix time. Also information functions are immediate */
|
|
#define FSOUND_INIT_GC_INITLIBS 0x0100 /* Gamecube only - Initializes GC audio libraries */
|
|
#define FSOUND_INIT_STREAM_FROM_MAIN_THREAD 0x0200 /* Turns off fmod streamer thread, and makes streaming update from FSOUND_Update called by the user */
|
|
#define FSOUND_INIT_PS2_USEVOLUMERAMPING 0x0400 /* PS2 only - Turns on volume ramping system to remove hardware clicks. */
|
|
/* [DEFINE_END] */
|
|
|
|
|
|
/*
|
|
[ENUM]
|
|
[
|
|
[DESCRIPTION]
|
|
Status values for internet streams. Use FSOUND_Stream_Net_GetStatus to get the current status of an internet stream.
|
|
|
|
[SEE_ALSO]
|
|
FSOUND_Stream_Net_GetStatus
|
|
]
|
|
*/
|
|
enum FSOUND_STREAM_NET_STATUS
|
|
{
|
|
FSOUND_STREAM_NET_NOTCONNECTED = 0, /* Stream hasn't connected yet */
|
|
FSOUND_STREAM_NET_CONNECTING, /* Stream is connecting to remote host */
|
|
FSOUND_STREAM_NET_BUFFERING, /* Stream is buffering data */
|
|
FSOUND_STREAM_NET_READY, /* Stream is ready to play */
|
|
FSOUND_STREAM_NET_ERROR /* Stream has suffered a fatal error */
|
|
};
|
|
|
|
|
|
/*
|
|
[ENUM]
|
|
[
|
|
[DESCRIPTION]
|
|
Describes the type of a particular tag field.
|
|
|
|
[SEE_ALSO]
|
|
FSOUND_Stream_GetNumTagFields
|
|
FSOUND_Stream_GetTagField
|
|
FSOUND_Stream_FindTagField
|
|
]
|
|
*/
|
|
enum FSOUND_TAGFIELD_TYPE
|
|
{
|
|
FSOUND_TAGFIELD_VORBISCOMMENT = 0, /* A vorbis comment */
|
|
FSOUND_TAGFIELD_ID3V1, /* Part of an ID3v1 tag */
|
|
FSOUND_TAGFIELD_ID3V2, /* An ID3v2 frame */
|
|
FSOUND_TAGFIELD_SHOUTCAST, /* A SHOUTcast header line */
|
|
FSOUND_TAGFIELD_ICECAST, /* An Icecast header line */
|
|
FSOUND_TAGFIELD_ASF /* An Advanced Streaming Format header line */
|
|
};
|
|
|
|
|
|
/*
|
|
[DEFINE_START]
|
|
[
|
|
[NAME]
|
|
FSOUND_STATUS_FLAGS
|
|
|
|
[DESCRIPTION]
|
|
These values describe the protocol and format of an internet stream. Use FSOUND_Stream_Net_GetStatus to retrieve this information for an open internet stream.
|
|
|
|
[SEE_ALSO]
|
|
FSOUND_Stream_Net_GetStatus
|
|
]
|
|
*/
|
|
#define FSOUND_PROTOCOL_SHOUTCAST 0x00000001
|
|
#define FSOUND_PROTOCOL_ICECAST 0x00000002
|
|
#define FSOUND_PROTOCOL_HTTP 0x00000004
|
|
#define FSOUND_FORMAT_MPEG 0x00010000
|
|
#define FSOUND_FORMAT_OGGVORBIS 0x00020000
|
|
/* [DEFINE_END] */
|
|
|
|
|
|
/* ========================================================================================== */
|
|
/* FUNCTION PROTOTYPES */
|
|
/* ========================================================================================== */
|
|
|
|
#ifdef __cplusplus
|
|
extern "C" {
|
|
#endif
|
|
|
|
/* ================================== */
|
|
/* Initialization / Global functions. */
|
|
/* ================================== */
|
|
|
|
/*
|
|
PRE - FSOUND_Init functions. These can't be called after FSOUND_Init is
|
|
called (they will fail). They set up FMOD system functionality.
|
|
*/
|
|
|
|
DLL_API signed char F_API FSOUND_SetOutput(int outputtype);
|
|
DLL_API signed char F_API FSOUND_SetDriver(int driver);
|
|
DLL_API signed char F_API FSOUND_SetMixer(int mixer);
|
|
DLL_API signed char F_API FSOUND_SetBufferSize(int len_ms);
|
|
DLL_API signed char F_API FSOUND_SetHWND(void *hwnd);
|
|
DLL_API signed char F_API FSOUND_SetMinHardwareChannels(int min);
|
|
DLL_API signed char F_API FSOUND_SetMaxHardwareChannels(int max);
|
|
DLL_API signed char F_API FSOUND_SetMemorySystem(void *pool,
|
|
int poollen,
|
|
FSOUND_ALLOCCALLBACK useralloc,
|
|
FSOUND_REALLOCCALLBACK userrealloc,
|
|
FSOUND_FREECALLBACK userfree);
|
|
/*
|
|
Main initialization / closedown functions.
|
|
Note : Use FSOUND_INIT_USEDEFAULTMIDISYNTH with FSOUND_Init for software override
|
|
with MIDI playback.
|
|
: Use FSOUND_INIT_GLOBALFOCUS with FSOUND_Init to make sound audible no matter
|
|
which window is in focus. (FSOUND_OUTPUT_DSOUND only)
|
|
*/
|
|
|
|
DLL_API signed char F_API FSOUND_Init(int mixrate, int maxsoftwarechannels, unsigned int flags);
|
|
DLL_API void F_API FSOUND_Close();
|
|
|
|
/*
|
|
Runtime system level functions
|
|
*/
|
|
|
|
DLL_API void F_API FSOUND_Update(); /* This is called to update 3d sound / non-realtime output */
|
|
|
|
DLL_API void F_API FSOUND_SetSpeakerMode(unsigned int speakermode);
|
|
DLL_API void F_API FSOUND_SetSFXMasterVolume(int volume);
|
|
DLL_API void F_API FSOUND_SetPanSeperation(float pansep);
|
|
DLL_API void F_API FSOUND_File_SetCallbacks(FSOUND_OPENCALLBACK useropen,
|
|
FSOUND_CLOSECALLBACK userclose,
|
|
FSOUND_READCALLBACK userread,
|
|
FSOUND_SEEKCALLBACK userseek,
|
|
FSOUND_TELLCALLBACK usertell);
|
|
|
|
/*
|
|
System information functions.
|
|
*/
|
|
|
|
DLL_API int F_API FSOUND_GetError();
|
|
DLL_API float F_API FSOUND_GetVersion();
|
|
DLL_API int F_API FSOUND_GetOutput();
|
|
DLL_API void * F_API FSOUND_GetOutputHandle();
|
|
DLL_API int F_API FSOUND_GetDriver();
|
|
DLL_API int F_API FSOUND_GetMixer();
|
|
DLL_API int F_API FSOUND_GetNumDrivers();
|
|
DLL_API const char * F_API FSOUND_GetDriverName(int id);
|
|
DLL_API signed char F_API FSOUND_GetDriverCaps(int id, unsigned int *caps);
|
|
DLL_API int F_API FSOUND_GetOutputRate();
|
|
DLL_API int F_API FSOUND_GetMaxChannels();
|
|
DLL_API int F_API FSOUND_GetMaxSamples();
|
|
DLL_API int F_API FSOUND_GetSFXMasterVolume();
|
|
DLL_API int F_API FSOUND_GetNumHardwareChannels();
|
|
DLL_API int F_API FSOUND_GetChannelsPlaying();
|
|
DLL_API float F_API FSOUND_GetCPUUsage();
|
|
DLL_API void F_API FSOUND_GetMemoryStats(unsigned int *currentalloced, unsigned int *maxalloced);
|
|
|
|
/* =================================== */
|
|
/* Sample management / load functions. */
|
|
/* =================================== */
|
|
|
|
/*
|
|
Sample creation and management functions
|
|
Note : Use FSOUND_LOADMEMORY flag with FSOUND_Sample_Load to load from memory.
|
|
Use FSOUND_LOADRAW flag with FSOUND_Sample_Load to treat as as raw pcm data.
|
|
*/
|
|
|
|
DLL_API FSOUND_SAMPLE * F_API FSOUND_Sample_Load(int index, const char *name_or_data, unsigned int mode, int offset, int length);
|
|
DLL_API FSOUND_SAMPLE * F_API FSOUND_Sample_Alloc(int index, int length, unsigned int mode, int deffreq, int defvol, int defpan, int defpri);
|
|
DLL_API void F_API FSOUND_Sample_Free(FSOUND_SAMPLE *sptr);
|
|
DLL_API signed char F_API FSOUND_Sample_Upload(FSOUND_SAMPLE *sptr, void *srcdata, unsigned int mode);
|
|
DLL_API signed char F_API FSOUND_Sample_Lock(FSOUND_SAMPLE *sptr, int offset, int length, void **ptr1, void **ptr2, unsigned int *len1, unsigned int *len2);
|
|
DLL_API signed char F_API FSOUND_Sample_Unlock(FSOUND_SAMPLE *sptr, void *ptr1, void *ptr2, unsigned int len1, unsigned int len2);
|
|
|
|
/*
|
|
Sample control functions
|
|
*/
|
|
|
|
DLL_API signed char F_API FSOUND_Sample_SetMode(FSOUND_SAMPLE *sptr, unsigned int mode);
|
|
DLL_API signed char F_API FSOUND_Sample_SetLoopPoints(FSOUND_SAMPLE *sptr, int loopstart, int loopend);
|
|
DLL_API signed char F_API FSOUND_Sample_SetDefaults(FSOUND_SAMPLE *sptr, int deffreq, int defvol, int defpan, int defpri);
|
|
DLL_API signed char F_API FSOUND_Sample_SetMinMaxDistance(FSOUND_SAMPLE *sptr, float min, float max);
|
|
DLL_API signed char F_API FSOUND_Sample_SetMaxPlaybacks(FSOUND_SAMPLE *sptr, int max);
|
|
|
|
/*
|
|
Sample information functions
|
|
*/
|
|
|
|
DLL_API FSOUND_SAMPLE * F_API FSOUND_Sample_Get(int sampno);
|
|
DLL_API const char * F_API FSOUND_Sample_GetName(FSOUND_SAMPLE *sptr);
|
|
DLL_API unsigned int F_API FSOUND_Sample_GetLength(FSOUND_SAMPLE *sptr);
|
|
DLL_API signed char F_API FSOUND_Sample_GetLoopPoints(FSOUND_SAMPLE *sptr, int *loopstart, int *loopend);
|
|
DLL_API signed char F_API FSOUND_Sample_GetDefaults(FSOUND_SAMPLE *sptr, int *deffreq, int *defvol, int *defpan, int *defpri);
|
|
DLL_API unsigned int F_API FSOUND_Sample_GetMode(FSOUND_SAMPLE *sptr);
|
|
|
|
/* ============================ */
|
|
/* Channel control functions. */
|
|
/* ============================ */
|
|
|
|
/*
|
|
Playing and stopping sounds.
|
|
Note : Use FSOUND_FREE as the 'channel' variable, to let FMOD pick a free channel for you.
|
|
Use FSOUND_ALL as the 'channel' variable to control ALL channels with one function call!
|
|
*/
|
|
|
|
DLL_API int F_API FSOUND_PlaySound(int channel, FSOUND_SAMPLE *sptr);
|
|
DLL_API int F_API FSOUND_PlaySoundEx(int channel, FSOUND_SAMPLE *sptr, FSOUND_DSPUNIT *dsp, signed char startpaused);
|
|
DLL_API signed char F_API FSOUND_StopSound(int channel);
|
|
|
|
/*
|
|
Functions to control playback of a channel.
|
|
Note : FSOUND_ALL can be used on most of these functions as a channel value.
|
|
*/
|
|
|
|
DLL_API signed char F_API FSOUND_SetFrequency(int channel, int freq);
|
|
DLL_API signed char F_API FSOUND_SetVolume(int channel, int vol);
|
|
DLL_API signed char F_API FSOUND_SetVolumeAbsolute(int channel, int vol);
|
|
DLL_API signed char F_API FSOUND_SetPan(int channel, int pan);
|
|
DLL_API signed char F_API FSOUND_SetSurround(int channel, signed char surround);
|
|
DLL_API signed char F_API FSOUND_SetMute(int channel, signed char mute);
|
|
DLL_API signed char F_API FSOUND_SetPriority(int channel, int priority);
|
|
DLL_API signed char F_API FSOUND_SetReserved(int channel, signed char reserved);
|
|
DLL_API signed char F_API FSOUND_SetPaused(int channel, signed char paused);
|
|
DLL_API signed char F_API FSOUND_SetLoopMode(int channel, unsigned int loopmode);
|
|
DLL_API signed char F_API FSOUND_SetCurrentPosition(int channel, unsigned int offset);
|
|
|
|
/*
|
|
Channel information functions.
|
|
*/
|
|
|
|
DLL_API signed char F_API FSOUND_IsPlaying(int channel);
|
|
DLL_API int F_API FSOUND_GetFrequency(int channel);
|
|
DLL_API int F_API FSOUND_GetVolume(int channel);
|
|
DLL_API int F_API FSOUND_GetPan(int channel);
|
|
DLL_API signed char F_API FSOUND_GetSurround(int channel);
|
|
DLL_API signed char F_API FSOUND_GetMute(int channel);
|
|
DLL_API int F_API FSOUND_GetPriority(int channel);
|
|
DLL_API signed char F_API FSOUND_GetReserved(int channel);
|
|
DLL_API signed char F_API FSOUND_GetPaused(int channel);
|
|
DLL_API unsigned int F_API FSOUND_GetLoopMode(int channel);
|
|
DLL_API unsigned int F_API FSOUND_GetCurrentPosition(int channel);
|
|
DLL_API FSOUND_SAMPLE * F_API FSOUND_GetCurrentSample(int channel);
|
|
DLL_API signed char F_API FSOUND_GetCurrentLevels(int channel, float *l, float *r);
|
|
DLL_API int F_API FSOUND_GetNumSubChannels(int channel);
|
|
DLL_API int F_API FSOUND_GetSubChannel(int channel, int subchannel);
|
|
|
|
|
|
/* =================== */
|
|
/* FX functions. */
|
|
/* =================== */
|
|
|
|
/*
|
|
Functions to control DX8 only effects processing.
|
|
|
|
- FX enabled samples can only be played once at a time, not multiple times at once.
|
|
- Sounds have to be created with FSOUND_HW2D or FSOUND_HW3D for this to work.
|
|
- FSOUND_INIT_ENABLEOUTPUTFX can be used to apply hardware effect processing to the
|
|
global mixed output of FMOD's software channels.
|
|
- FSOUND_FX_Enable returns an FX handle that you can use to alter fx parameters.
|
|
- FSOUND_FX_Enable can be called multiple times in a row, even on the same FX type,
|
|
it will return a unique handle for each FX.
|
|
- FSOUND_FX_Enable cannot be called if the sound is playing or locked.
|
|
- FSOUND_FX_Disable must be called to reset/clear the FX from a channel.
|
|
*/
|
|
|
|
DLL_API int F_API FSOUND_FX_Enable(int channel, unsigned int fx); /* See FSOUND_FX_MODES */
|
|
DLL_API signed char F_API FSOUND_FX_Disable(int channel);
|
|
|
|
DLL_API signed char F_API FSOUND_FX_SetChorus(int fxid, float WetDryMix, float Depth, float Feedback, float Frequency, int Waveform, float Delay, int Phase);
|
|
DLL_API signed char F_API FSOUND_FX_SetCompressor(int fxid, float Gain, float Attack, float Release, float Threshold, float Ratio, float Predelay);
|
|
DLL_API signed char F_API FSOUND_FX_SetDistortion(int fxid, float Gain, float Edge, float PostEQCenterFrequency, float PostEQBandwidth, float PreLowpassCutoff);
|
|
DLL_API signed char F_API FSOUND_FX_SetEcho(int fxid, float WetDryMix, float Feedback, float LeftDelay, float RightDelay, int PanDelay);
|
|
DLL_API signed char F_API FSOUND_FX_SetFlanger(int fxid, float WetDryMix, float Depth, float Feedback, float Frequency, int Waveform, float Delay, int Phase);
|
|
DLL_API signed char F_API FSOUND_FX_SetGargle(int fxid, int RateHz, int WaveShape);
|
|
DLL_API signed char F_API FSOUND_FX_SetI3DL2Reverb(int fxid, int Room, int RoomHF, float RoomRolloffFactor, float DecayTime, float DecayHFRatio, int Reflections, float ReflectionsDelay, int Reverb, float ReverbDelay, float Diffusion, float Density, float HFReference);
|
|
DLL_API signed char F_API FSOUND_FX_SetParamEQ(int fxid, float Center, float Bandwidth, float Gain);
|
|
DLL_API signed char F_API FSOUND_FX_SetWavesReverb(int fxid, float InGain, float ReverbMix, float ReverbTime, float HighFreqRTRatio);
|
|
|
|
/* =================== */
|
|
/* 3D sound functions. */
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/* =================== */
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DLL_API void F_API FSOUND_3D_SetDopplerFactor(float scale);
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DLL_API void F_API FSOUND_3D_SetDistanceFactor(float scale);
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DLL_API void F_API FSOUND_3D_SetRolloffFactor(float scale);
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DLL_API signed char F_API FSOUND_3D_SetAttributes(int channel, const float *pos, const float *vel);
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DLL_API signed char F_API FSOUND_3D_GetAttributes(int channel, float *pos, float *vel);
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DLL_API void F_API FSOUND_3D_Listener_SetCurrent(int current, int numlisteners); /* use this if you use multiple listeners / splitscreen */
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DLL_API void F_API FSOUND_3D_Listener_SetAttributes(const float *pos, const float *vel, float fx, float fy, float fz, float tx, float ty, float tz);
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DLL_API void F_API FSOUND_3D_Listener_GetAttributes(float *pos, float *vel, float *fx, float *fy, float *fz, float *tx, float *ty, float *tz);
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/* ========================= */
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/* File Streaming functions. */
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/* ========================= */
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/*
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Note : Use FSOUND_LOADMEMORY flag with FSOUND_Stream_Open to stream from memory.
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Use FSOUND_LOADRAW flag with FSOUND_Stream_Open to treat stream as raw pcm data.
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Use FSOUND_MPEGACCURATE flag with FSOUND_Stream_Open to open mpegs in 'accurate mode' for settime/gettime/getlengthms.
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Use FSOUND_FREE as the 'channel' variable, to let FMOD pick a free channel for you.
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*/
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DLL_API signed char F_API FSOUND_Stream_SetBufferSize(int ms); /* call this before opening streams, not after */
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DLL_API FSOUND_STREAM * F_API FSOUND_Stream_Open(const char *name_or_data, unsigned int mode, int offset, int length);
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DLL_API FSOUND_STREAM * F_API FSOUND_Stream_Create(FSOUND_STREAMCALLBACK callback, int length, unsigned int mode, int samplerate, int userdata);
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DLL_API signed char F_API FSOUND_Stream_Close(FSOUND_STREAM *stream);
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DLL_API int F_API FSOUND_Stream_Play(int channel, FSOUND_STREAM *stream);
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DLL_API int F_API FSOUND_Stream_PlayEx(int channel, FSOUND_STREAM *stream, FSOUND_DSPUNIT *dsp, signed char startpaused);
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DLL_API signed char F_API FSOUND_Stream_Stop(FSOUND_STREAM *stream);
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DLL_API signed char F_API FSOUND_Stream_SetPosition(FSOUND_STREAM *stream, unsigned int position);
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DLL_API unsigned int F_API FSOUND_Stream_GetPosition(FSOUND_STREAM *stream);
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DLL_API signed char F_API FSOUND_Stream_SetTime(FSOUND_STREAM *stream, int ms);
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DLL_API int F_API FSOUND_Stream_GetTime(FSOUND_STREAM *stream);
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DLL_API int F_API FSOUND_Stream_GetLength(FSOUND_STREAM *stream);
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DLL_API int F_API FSOUND_Stream_GetLengthMs(FSOUND_STREAM *stream);
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DLL_API signed char F_API FSOUND_Stream_SetMode(FSOUND_STREAM *stream, unsigned int mode);
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DLL_API unsigned int F_API FSOUND_Stream_GetMode(FSOUND_STREAM *stream);
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DLL_API signed char F_API FSOUND_Stream_SetLoopPoints(FSOUND_STREAM *stream, unsigned int loopstartpcm, unsigned int loopendpcm);
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DLL_API signed char F_API FSOUND_Stream_SetLoopCount(FSOUND_STREAM *stream, int count);
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DLL_API int F_API FSOUND_Stream_GetOpenState(FSOUND_STREAM *stream); /* use with FSOUND_NONBLOCKING opened streams */
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DLL_API FSOUND_SAMPLE * F_API FSOUND_Stream_GetSample(FSOUND_STREAM *stream);
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DLL_API FSOUND_DSPUNIT * F_API FSOUND_Stream_CreateDSP(FSOUND_STREAM *stream, FSOUND_DSPCALLBACK callback, int priority, int param);
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DLL_API signed char F_API FSOUND_Stream_SetEndCallback(FSOUND_STREAM *stream, FSOUND_STREAMCALLBACK callback, int userdata);
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DLL_API signed char F_API FSOUND_Stream_SetSyncCallback(FSOUND_STREAM *stream, FSOUND_STREAMCALLBACK callback, int userdata);
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DLL_API FSOUND_SYNCPOINT * F_API FSOUND_Stream_AddSyncPoint(FSOUND_STREAM *stream, unsigned int pcmoffset, const char *name);
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DLL_API signed char F_API FSOUND_Stream_DeleteSyncPoint(FSOUND_SYNCPOINT *point);
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DLL_API int F_API FSOUND_Stream_GetNumSyncPoints(FSOUND_STREAM *stream);
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DLL_API FSOUND_SYNCPOINT * F_API FSOUND_Stream_GetSyncPoint(FSOUND_STREAM *stream, int index);
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DLL_API char * F_API FSOUND_Stream_GetSyncPointInfo(FSOUND_SYNCPOINT *point, unsigned int *pcmoffset);
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DLL_API signed char F_API FSOUND_Stream_SetSubStream(FSOUND_STREAM *stream, int index); /* For FMOD .FSB bank files. */
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DLL_API int F_API FSOUND_Stream_GetNumSubStreams(FSOUND_STREAM *stream); /* For FMOD .FSB bank files. */
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DLL_API signed char F_API FSOUND_Stream_SetSubStreamSentence(FSOUND_STREAM *stream, const int *sentencelist, int numitems);
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DLL_API signed char F_API FSOUND_Stream_GetNumTagFields(FSOUND_STREAM *stream, int *num);
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DLL_API signed char F_API FSOUND_Stream_GetTagField(FSOUND_STREAM *stream, int num, int *type, char **name, void **value, int *length);
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DLL_API signed char F_API FSOUND_Stream_FindTagField(FSOUND_STREAM *stream, int type, const char *name, void **value, int *length);
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/*
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Internet streaming functions
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*/
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DLL_API signed char F_API FSOUND_Stream_Net_SetProxy(const char *proxy);
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DLL_API char * F_API FSOUND_Stream_Net_GetLastServerStatus();
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DLL_API signed char F_API FSOUND_Stream_Net_SetBufferProperties(int buffersize, int prebuffer_percent, int rebuffer_percent);
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DLL_API signed char F_API FSOUND_Stream_Net_GetBufferProperties(int *buffersize, int *prebuffer_percent, int *rebuffer_percent);
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DLL_API signed char F_API FSOUND_Stream_Net_SetMetadataCallback(FSOUND_STREAM *stream, FSOUND_METADATACALLBACK callback, int userdata);
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DLL_API signed char F_API FSOUND_Stream_Net_GetStatus(FSOUND_STREAM *stream, int *status, int *bufferpercentused, int *bitrate, unsigned int *flags);
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/* =================== */
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/* CD audio functions. */
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/* =================== */
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/*
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Note : 0 = default cdrom. Otherwise specify the drive letter, for example. 'D'.
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*/
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DLL_API signed char F_API FSOUND_CD_Play(char drive, int track);
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DLL_API void F_API FSOUND_CD_SetPlayMode(char drive, signed char mode);
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DLL_API signed char F_API FSOUND_CD_Stop(char drive);
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DLL_API signed char F_API FSOUND_CD_SetPaused(char drive, signed char paused);
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DLL_API signed char F_API FSOUND_CD_SetVolume(char drive, int volume);
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DLL_API signed char F_API FSOUND_CD_SetTrackTime(char drive, unsigned int ms);
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DLL_API signed char F_API FSOUND_CD_Eject(char drive);
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DLL_API signed char F_API FSOUND_CD_GetPaused(char drive);
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DLL_API int F_API FSOUND_CD_GetTrack(char drive);
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DLL_API int F_API FSOUND_CD_GetNumTracks(char drive);
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DLL_API int F_API FSOUND_CD_GetVolume(char drive);
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DLL_API int F_API FSOUND_CD_GetTrackLength(char drive, int track);
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DLL_API int F_API FSOUND_CD_GetTrackTime(char drive);
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/* ============== */
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/* DSP functions. */
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/* ============== */
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|
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/*
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DSP Unit control and information functions.
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These functions allow you access to the mixed stream that FMOD uses to play back sound on.
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*/
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DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_Create(FSOUND_DSPCALLBACK callback, int priority, int param);
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DLL_API void F_API FSOUND_DSP_Free(FSOUND_DSPUNIT *unit);
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DLL_API void F_API FSOUND_DSP_SetPriority(FSOUND_DSPUNIT *unit, int priority);
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DLL_API int F_API FSOUND_DSP_GetPriority(FSOUND_DSPUNIT *unit);
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DLL_API void F_API FSOUND_DSP_SetActive(FSOUND_DSPUNIT *unit, signed char active);
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DLL_API signed char F_API FSOUND_DSP_GetActive(FSOUND_DSPUNIT *unit);
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|
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/*
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Functions to get hold of FSOUND 'system DSP unit' handles.
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*/
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DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetClearUnit();
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DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetSFXUnit();
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DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetMusicUnit();
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DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetFFTUnit();
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DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetClipAndCopyUnit();
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|
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/*
|
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Miscellaneous DSP functions
|
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Note for the spectrum analysis function to work, you have to enable the FFT DSP unit with
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the following code FSOUND_DSP_SetActive(FSOUND_DSP_GetFFTUnit(), TRUE);
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It is off by default to save cpu usage.
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*/
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DLL_API signed char F_API FSOUND_DSP_MixBuffers(void *destbuffer, void *srcbuffer, int len, int freq, int vol, int pan, unsigned int mode);
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DLL_API void F_API FSOUND_DSP_ClearMixBuffer();
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DLL_API int F_API FSOUND_DSP_GetBufferLength(); /* Length of each DSP update */
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DLL_API int F_API FSOUND_DSP_GetBufferLengthTotal(); /* Total buffer length due to FSOUND_SetBufferSize */
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DLL_API float * F_API FSOUND_DSP_GetSpectrum(); /* Array of 512 floats - call FSOUND_DSP_SetActive(FSOUND_DSP_GetFFTUnit(), TRUE)) for this to work. */
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/* =================================================================================== */
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/* Reverb functions. (eax2/eax3 reverb) (ONLY SUPPORTED ON WIN32 W/ FSOUND_HW3D FLAG) */
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/* =================================================================================== */
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|
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/*
|
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See top of file for definitions and information on the reverb parameters.
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*/
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|
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DLL_API signed char F_API FSOUND_Reverb_SetProperties(const FSOUND_REVERB_PROPERTIES *prop);
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DLL_API signed char F_API FSOUND_Reverb_GetProperties(FSOUND_REVERB_PROPERTIES *prop);
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DLL_API signed char F_API FSOUND_Reverb_SetChannelProperties(int channel, const FSOUND_REVERB_CHANNELPROPERTIES *prop);
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DLL_API signed char F_API FSOUND_Reverb_GetChannelProperties(int channel, FSOUND_REVERB_CHANNELPROPERTIES *prop);
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|
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/* ===================================================== */
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/* Recording functions (ONLY SUPPORTED IN WIN32, WINCE) */
|
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/* ===================================================== */
|
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|
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/*
|
|
Recording initialization functions
|
|
*/
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|
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DLL_API signed char F_API FSOUND_Record_SetDriver(int outputtype);
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DLL_API int F_API FSOUND_Record_GetNumDrivers();
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DLL_API const char * F_API FSOUND_Record_GetDriverName(int id);
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DLL_API int F_API FSOUND_Record_GetDriver();
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|
|
/*
|
|
Recording functionality. Only one recording session will work at a time.
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*/
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DLL_API signed char F_API FSOUND_Record_StartSample(FSOUND_SAMPLE *sptr, signed char loop);
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DLL_API signed char F_API FSOUND_Record_Stop();
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DLL_API int F_API FSOUND_Record_GetPosition();
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|
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/* ========================================================================================== */
|
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/* FMUSIC API (MOD,S3M,XM,IT,MIDI PLAYBACK) */
|
|
/* ========================================================================================== */
|
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|
|
/*
|
|
Song management / playback functions.
|
|
*/
|
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|
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DLL_API FMUSIC_MODULE * F_API FMUSIC_LoadSong(const char *name);
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DLL_API FMUSIC_MODULE * F_API FMUSIC_LoadSongEx(const char *name_or_data, int offset, int length, unsigned int mode, const int *samplelist, int samplelistnum);
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DLL_API int F_API FMUSIC_GetOpenState(FMUSIC_MODULE *mod);
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DLL_API signed char F_API FMUSIC_FreeSong(FMUSIC_MODULE *mod);
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DLL_API signed char F_API FMUSIC_PlaySong(FMUSIC_MODULE *mod);
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DLL_API signed char F_API FMUSIC_StopSong(FMUSIC_MODULE *mod);
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DLL_API void F_API FMUSIC_StopAllSongs();
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DLL_API signed char F_API FMUSIC_SetZxxCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback);
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DLL_API signed char F_API FMUSIC_SetRowCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback, int rowstep);
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DLL_API signed char F_API FMUSIC_SetOrderCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback, int orderstep);
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DLL_API signed char F_API FMUSIC_SetInstCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback, int instrument);
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DLL_API signed char F_API FMUSIC_SetSample(FMUSIC_MODULE *mod, int sampno, FSOUND_SAMPLE *sptr);
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DLL_API signed char F_API FMUSIC_SetUserData(FMUSIC_MODULE *mod, unsigned int userdata);
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DLL_API signed char F_API FMUSIC_OptimizeChannels(FMUSIC_MODULE *mod, int maxchannels, int minvolume);
|
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|
|
/*
|
|
Runtime song functions.
|
|
*/
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DLL_API signed char F_API FMUSIC_SetReverb(signed char reverb); /* MIDI only */
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DLL_API signed char F_API FMUSIC_SetLooping(FMUSIC_MODULE *mod, signed char looping);
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DLL_API signed char F_API FMUSIC_SetOrder(FMUSIC_MODULE *mod, int order);
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DLL_API signed char F_API FMUSIC_SetPaused(FMUSIC_MODULE *mod, signed char pause);
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DLL_API signed char F_API FMUSIC_SetMasterVolume(FMUSIC_MODULE *mod, int volume);
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DLL_API signed char F_API FMUSIC_SetMasterSpeed(FMUSIC_MODULE *mode, float speed);
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DLL_API signed char F_API FMUSIC_SetPanSeperation(FMUSIC_MODULE *mod, float pansep);
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|
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/*
|
|
Static song information functions.
|
|
*/
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|
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DLL_API const char * F_API FMUSIC_GetName(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetType(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetNumOrders(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetNumPatterns(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetNumInstruments(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetNumSamples(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetNumChannels(FMUSIC_MODULE *mod);
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DLL_API FSOUND_SAMPLE * F_API FMUSIC_GetSample(FMUSIC_MODULE *mod, int sampno);
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DLL_API int F_API FMUSIC_GetPatternLength(FMUSIC_MODULE *mod, int orderno);
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|
|
/*
|
|
Runtime song information.
|
|
*/
|
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DLL_API signed char F_API FMUSIC_IsFinished(FMUSIC_MODULE *mod);
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DLL_API signed char F_API FMUSIC_IsPlaying(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetMasterVolume(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetGlobalVolume(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetOrder(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetPattern(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetSpeed(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetBPM(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetRow(FMUSIC_MODULE *mod);
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DLL_API signed char F_API FMUSIC_GetPaused(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetTime(FMUSIC_MODULE *mod);
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DLL_API int F_API FMUSIC_GetRealChannel(FMUSIC_MODULE *mod, int modchannel);
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DLL_API unsigned int F_API FMUSIC_GetUserData(FMUSIC_MODULE *mod);
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#ifdef __cplusplus
|
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}
|
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#endif
|
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|
|
#endif
|