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fmod.h
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/* ============================================================================================ */
/* FMOD Ex - Main C/C++ header file. Copyright (c), Firelight Technologies Pty, Ltd. 2004-2007. */
/* */
/* This header is the base header for all other FMOD headers. If you are programming in C */
/* use this exclusively, or if you are programming C++ use this in conjunction with FMOD.HPP */
/* */
/* ============================================================================================ */
#ifndef _FMOD_H
#define _FMOD_H
/*
FMOD version number. Check this against FMOD::System::getVersion.
0xaaaabbcc -> aaaa = major version number. bb = minor version number. cc = development version number.
*/
#define FMOD_VERSION 0x00040604
/*
Compiler specific settings.
*/
#if defined(__CYGWIN32__)
#define F_CDECL __cdecl
#define F_STDCALL __stdcall
#define F_DECLSPEC __declspec
#define F_DLLEXPORT ( dllexport )
#elif (defined(WIN32) || defined(__WIN32__) || defined(_WIN64) || defined(_XBOX))
#define F_CDECL _cdecl
#define F_STDCALL _stdcall
#define F_DECLSPEC __declspec
#define F_DLLEXPORT ( dllexport )
#else
#define F_STDCALL
#define F_CDECL
#define F_DECLSPEC
#define F_DLLEXPORT
#define __forceinline
#endif
#ifdef DLL_EXPORTS
#define F_API __declspec(dllexport) F_STDCALL
#else
#define F_API F_STDCALL
#endif
#define F_CALLBACK F_STDCALL
/*
FMOD types.
*/
typedef int FMOD_BOOL;
typedef struct FMOD_SYSTEM FMOD_SYSTEM;
typedef struct FMOD_SOUND FMOD_SOUND;
typedef struct FMOD_CHANNEL FMOD_CHANNEL;
typedef struct FMOD_CHANNELGROUP FMOD_CHANNELGROUP;
typedef struct FMOD_REVERB FMOD_REVERB;
typedef struct FMOD_DSP FMOD_DSP;
typedef struct FMOD_POLYGON FMOD_POLYGON;
typedef struct FMOD_GEOMETRY FMOD_GEOMETRY;
typedef struct FMOD_SYNCPOINT FMOD_SYNCPOINT;
typedef unsigned int FMOD_MODE;
typedef unsigned int FMOD_TIMEUNIT;
typedef unsigned int FMOD_INITFLAGS;
typedef unsigned int FMOD_CAPS;
typedef unsigned int FMOD_DEBUGLEVEL;
typedef unsigned int FMOD_MEMORY_TYPE;
/*
[STRUCTURE]
[
[DESCRIPTION]
Structure describing a point in 3D space.
[REMARKS]
FMOD uses a left handed co-ordinate system by default.
To use a right handed co-ordinate system specify FMOD_INIT_3D_RIGHTHANDED from FMOD_INITFLAGS in System::init.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::set3DListenerAttributes
System::get3DListenerAttributes
Channel::set3DAttributes
Channel::get3DAttributes
Channel::set3DCustomRolloff
Channel::get3DCustomRolloff
Sound::set3DCustomRolloff
Sound::get3DCustomRolloff
Geometry::addPolygon
Geometry::setPolygonVertex
Geometry::getPolygonVertex
Geometry::setRotation
Geometry::getRotation
Geometry::setPosition
Geometry::getPosition
Geometry::setScale
Geometry::getScale
FMOD_INITFLAGS
]
*/
typedef struct
{
float x; /* X co-ordinate in 3D space. */
float y; /* Y co-ordinate in 3D space. */
float z; /* Z co-ordinate in 3D space. */
} FMOD_VECTOR;
/*
[ENUM]
[
[DESCRIPTION]
error codes. Returned from every function.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
]
*/
typedef enum
{
FMOD_OK, /* No errors. */
FMOD_ERR_ALREADYLOCKED, /* Tried to call lock a second time before unlock was called. */
FMOD_ERR_BADCOMMAND, /* Tried to call a function on a data type that does not allow this type of functionality (ie calling Sound::lock on a streaming sound). */
FMOD_ERR_CDDA_DRIVERS, /* Neither NTSCSI nor ASPI could be initialised. */
FMOD_ERR_CDDA_INIT, /* An error occurred while initialising the CDDA subsystem. */
FMOD_ERR_CDDA_INVALID_DEVICE, /* Couldn't find the specified device. */
FMOD_ERR_CDDA_NOAUDIO, /* No audio tracks on the specified disc. */
FMOD_ERR_CDDA_NODEVICES, /* No CD/DVD devices were found. */
FMOD_ERR_CDDA_NODISC, /* No disc present in the specified drive. */
FMOD_ERR_CDDA_READ, /* A CDDA read error occurred. */
FMOD_ERR_CHANNEL_ALLOC, /* Error trying to allocate a channel. */
FMOD_ERR_CHANNEL_STOLEN, /* The specified channel has been reused to play another sound. */
FMOD_ERR_COM, /* A Win32 COM related error occured. COM failed to initialize or a QueryInterface failed meaning a Windows codec or driver was not installed properly. */
FMOD_ERR_DMA, /* DMA Failure. See debug output for more information. */
FMOD_ERR_DSP_CONNECTION, /* DSP connection error. Connection possibly caused a cyclic dependancy. */
FMOD_ERR_DSP_FORMAT, /* DSP Format error. A DSP unit may have attempted to connect to this network with the wrong format. */
FMOD_ERR_DSP_NOTFOUND, /* DSP connection error. Couldn't find the DSP unit specified. */
FMOD_ERR_DSP_RUNNING, /* DSP error. Cannot perform this operation while the network is in the middle of running. This will most likely happen if a connection or disconnection is attempted in a DSP callback. */
FMOD_ERR_DSP_TOOMANYCONNECTIONS,/* DSP connection error. The unit being connected to or disconnected should only have 1 input or output. */
FMOD_ERR_FILE_BAD, /* Error loading file. */
FMOD_ERR_FILE_COULDNOTSEEK, /* Couldn't perform seek operation. This is a limitation of the medium (ie netstreams) or the file format. */
FMOD_ERR_FILE_EOF, /* End of file unexpectedly reached while trying to read essential data (truncated data?). */
FMOD_ERR_FILE_NOTFOUND, /* File not found. */
FMOD_ERR_FILE_UNWANTED, /* Unwanted file access occured. */
FMOD_ERR_FORMAT, /* Unsupported file or audio format. */
FMOD_ERR_HTTP, /* A HTTP error occurred. This is a catch-all for HTTP errors not listed elsewhere. */
FMOD_ERR_HTTP_ACCESS, /* The specified resource requires authentication or is forbidden. */
FMOD_ERR_HTTP_PROXY_AUTH, /* Proxy authentication is required to access the specified resource. */
FMOD_ERR_HTTP_SERVER_ERROR, /* A HTTP server error occurred. */
FMOD_ERR_HTTP_TIMEOUT, /* The HTTP request timed out. */
FMOD_ERR_INITIALIZATION, /* FMOD was not initialized correctly to support this function. */
FMOD_ERR_INITIALIZED, /* Cannot call this command after System::init. */
FMOD_ERR_INTERNAL, /* An error occured that wasn't supposed to. Contact support. */
FMOD_ERR_INVALID_ADDRESS, /* On Xbox 360, this memory address passed to FMOD must be physical, (ie allocated with XPhysicalAlloc.) */
FMOD_ERR_INVALID_FLOAT, /* Value passed in was a NaN, Inf or denormalized float. */
FMOD_ERR_INVALID_HANDLE, /* An invalid object handle was used. */
FMOD_ERR_INVALID_PARAM, /* An invalid parameter was passed to this function. */
FMOD_ERR_INVALID_SPEAKER, /* An invalid speaker was passed to this function based on the current speaker mode. */
FMOD_ERR_INVALID_VECTOR, /* The vectors passed in are not unit length, or perpendicular. */
FMOD_ERR_IRX, /* PS2 only. fmodex.irx failed to initialize. This is most likely because you forgot to load it. */
FMOD_ERR_MEMORY, /* Not enough memory or resources. */
FMOD_ERR_MEMORY_IOP, /* PS2 only. Not enough memory or resources on PlayStation 2 IOP ram. */
FMOD_ERR_MEMORY_SRAM, /* Not enough memory or resources on console sound ram. */
FMOD_ERR_MEMORY_CANTPOINT, /* Can't use FMOD_OPENMEMORY_POINT on non PCM source data, or non mp3/xma/adpcm data if FMOD_CREATECOMPRESSEDSAMPLE was used. */
FMOD_ERR_NEEDS2D, /* Tried to call a command on a 3d sound when the command was meant for 2d sound. */
FMOD_ERR_NEEDS3D, /* Tried to call a command on a 2d sound when the command was meant for 3d sound. */
FMOD_ERR_NEEDSHARDWARE, /* Tried to use a feature that requires hardware support. (ie trying to play a VAG compressed sound in software on PS2). */
FMOD_ERR_NEEDSSOFTWARE, /* Tried to use a feature that requires the software engine. Software engine has either been turned off, or command was executed on a hardware channel which does not support this feature. */
FMOD_ERR_NET_CONNECT, /* Couldn't connect to the specified host. */
FMOD_ERR_NET_SOCKET_ERROR, /* A socket error occurred. This is a catch-all for socket-related errors not listed elsewhere. */
FMOD_ERR_NET_URL, /* The specified URL couldn't be resolved. */
FMOD_ERR_NOTREADY, /* Operation could not be performed because specified sound is not ready. */
FMOD_ERR_OUTPUT_ALLOCATED, /* Error initializing output device, but more specifically, the output device is already in use and cannot be reused. */
FMOD_ERR_OUTPUT_CREATEBUFFER, /* Error creating hardware sound buffer. */
FMOD_ERR_OUTPUT_DRIVERCALL, /* A call to a standard soundcard driver failed, which could possibly mean a bug in the driver or resources were missing or exhausted. */
FMOD_ERR_OUTPUT_FORMAT, /* Soundcard does not support the minimum features needed for this soundsystem (16bit stereo output). */
FMOD_ERR_OUTPUT_INIT, /* Error initializing output device. */
FMOD_ERR_OUTPUT_NOHARDWARE, /* FMOD_HARDWARE was specified but the sound card does not have the resources nescessary to play it. */
FMOD_ERR_OUTPUT_NOSOFTWARE, /* Attempted to create a software sound but no software channels were specified in System::init. */
FMOD_ERR_PAN, /* Panning only works with mono or stereo sound sources. */
FMOD_ERR_PLUGIN, /* An unspecified error has been returned from a 3rd party plugin. */
FMOD_ERR_PLUGIN_MISSING, /* A requested output, dsp unit type or codec was not available. */
FMOD_ERR_PLUGIN_RESOURCE, /* A resource that the plugin requires cannot be found. (ie the DLS file for MIDI playback) */
FMOD_ERR_RECORD, /* An error occured trying to initialize the recording device. */
FMOD_ERR_REVERB_INSTANCE, /* Specified Instance in FMOD_REVERB_PROPERTIES couldn't be set. Most likely because another application has locked the EAX4 FX slot. */
FMOD_ERR_SUBSOUNDS, /* The error occured because the sound referenced contains subsounds. (ie you cannot play the parent sound as a static sample, only its subsounds.) */
FMOD_ERR_SUBSOUND_ALLOCATED, /* This subsound is already being used by another sound, you cannot have more than one parent to a sound. Null out the other parent's entry first. */
FMOD_ERR_TAGNOTFOUND, /* The specified tag could not be found or there are no tags. */
FMOD_ERR_TOOMANYCHANNELS, /* The sound created exceeds the allowable input channel count. This can be increased using the maxinputchannels parameter in System::setSoftwareFormat. */
FMOD_ERR_UNIMPLEMENTED, /* Something in FMOD hasn't been implemented when it should be! contact support! */
FMOD_ERR_UNINITIALIZED, /* This command failed because System::init or System::setDriver was not called. */
FMOD_ERR_UNSUPPORTED, /* A command issued was not supported by this object. Possibly a plugin without certain callbacks specified. */
FMOD_ERR_UPDATE, /* An error caused by System::update occured. */
FMOD_ERR_VERSION, /* The version number of this file format is not supported. */
FMOD_ERR_EVENT_FAILED, /* An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behaviour. */
FMOD_ERR_EVENT_INTERNAL, /* An error occured that wasn't supposed to. See debug log for reason. */
FMOD_ERR_EVENT_INFOONLY, /* Can't execute this command on an EVENT_INFOONLY event. */
FMOD_ERR_EVENT_NAMECONFLICT, /* A category with the same name already exists. */
FMOD_ERR_EVENT_NOTFOUND, /* The requested event, event group, event category or event property could not be found. */
FMOD_RESULT_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_RESULT;
/*
[ENUM]
[
[DESCRIPTION]
These output types are used with System::setOutput/System::getOutput, to choose which output method to use.
[REMARKS]
To pass information to the driver when initializing fmod use the extradriverdata parameter in System::init for the following reasons.
- FMOD_OUTPUTTYPE_WAVWRITER - extradriverdata is a pointer to a char * filename that the wav writer will output to.
- FMOD_OUTPUTTYPE_WAVWRITER_NRT - extradriverdata is a pointer to a char * filename that the wav writer will output to.
- FMOD_OUTPUTTYPE_DSOUND - extradriverdata is a pointer to a HWND so that FMOD can set the focus on the audio for a particular window.
- FMOD_OUTPUTTYPE_GC - extradriverdata is a pointer to a FMOD_GC_INFO struct. This can be found in fmodgc.h.
- FMOD_OUTPUTTYPE_ALSA - extradriverdata is a pointer to a char * argument if required by the chosen ALSA driver.
Currently these are the only FMOD drivers that take extra information. Other unknown plugins may have different requirements.
Note! If FMOD_OUTPUTTYPE_WAVWRITER_NRT or FMOD_OUTPUTTYPE_NOSOUND_NRT are used, and if the System::update function is being called
very quickly (ie for a non realtime decode) it may be being called too quickly for the FMOD streamer thread to respond to.
The result will be a skipping/stuttering output in the captured audio.
To remedy this, disable the FMOD Ex streamer thread, and use FMOD_INIT_STREAM_FROM_UPDATE can be used to avoid skipping in
the output stream, as it will lock the mixer and the streamer together in the same thread.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::setOutput
System::getOutput
System::setSoftwareFormat
System::getSoftwareFormat
System::init
System::update
FMOD_INITFLAGS
]
*/
typedef enum
{
FMOD_OUTPUTTYPE_AUTODETECT, /* Picks the best output mode for the platform. This is the default. */
FMOD_OUTPUTTYPE_UNKNOWN, /* All - 3rd party plugin, unknown. This is for use with System::getOutput only. */
FMOD_OUTPUTTYPE_NOSOUND, /* All - All calls in this mode succeed but make no sound. */
FMOD_OUTPUTTYPE_WAVWRITER, /* All - Writes output to fmodoutput.wav by default. Use the 'extradriverdata' parameter in System::init, by simply passing the filename as a string, to set the wav filename. */
FMOD_OUTPUTTYPE_NOSOUND_NRT, /* All - Non-realtime version of FMOD_OUTPUTTYPE_NOSOUND. User can drive mixer with System::update at whatever rate they want. */
FMOD_OUTPUTTYPE_WAVWRITER_NRT, /* All - Non-realtime version of FMOD_OUTPUTTYPE_WAVWRITER. User can drive mixer with System::update at whatever rate they want. */
FMOD_OUTPUTTYPE_DSOUND, /* Win32/Win64 - DirectSound output. Use this to get hardware accelerated 3d audio and EAX Reverb support. (Default on Windows) */
FMOD_OUTPUTTYPE_WINMM, /* Win32/Win64 - Windows Multimedia output. */
FMOD_OUTPUTTYPE_ASIO, /* Win32 - Low latency ASIO driver. */
FMOD_OUTPUTTYPE_OSS, /* Linux - Open Sound System output. (Default on Linux) */
FMOD_OUTPUTTYPE_ALSA, /* Linux - Advanced Linux Sound Architecture output. */
FMOD_OUTPUTTYPE_ESD, /* Linux - Enlightment Sound Daemon output. */
FMOD_OUTPUTTYPE_SOUNDMANAGER, /* Mac - Macintosh SoundManager output. (Default on Mac carbon library)*/
FMOD_OUTPUTTYPE_COREAUDIO, /* Mac - Macintosh CoreAudio output. (Default on Mac OSX library) */
FMOD_OUTPUTTYPE_XBOX, /* Xbox - Native hardware output. (Default on Xbox) */
FMOD_OUTPUTTYPE_PS2, /* PS2 - Native hardware output. (Default on PS2) */
FMOD_OUTPUTTYPE_PS3, /* PS3 - Native hardware output. (Default on PS3) */
FMOD_OUTPUTTYPE_GC, /* GameCube - Native hardware output. (Default on GameCube) */
FMOD_OUTPUTTYPE_XBOX360, /* Xbox 360 - Native hardware output. (Default on Xbox 360) */
FMOD_OUTPUTTYPE_PSP, /* PSP - Native hardware output. (Default on PSP) */
FMOD_OUTPUTTYPE_WII, /* Wii - Native hardware output. (Default on Wii) */
FMOD_OUTPUTTYPE_MAX, /* Maximum number of output types supported. */
FMOD_OUTPUTTYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_OUTPUTTYPE;
/*
[DEFINE]
[
[NAME]
FMOD_CAPS
[DESCRIPTION]
Bit fields to use with System::getDriverCaps to determine the capabilities of a card / output device.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::getDriverCaps
]
*/
#define FMOD_CAPS_NONE 0x00000000 /* Device has no special capabilities. */
#define FMOD_CAPS_HARDWARE 0x00000001 /* Device supports hardware mixing. */
#define FMOD_CAPS_HARDWARE_EMULATED 0x00000002 /* Device supports FMOD_HARDWARE but it will be mixed on the CPU by the kernel (not FMOD's software mixer). */
#define FMOD_CAPS_OUTPUT_MULTICHANNEL 0x00000004 /* Device can do multichannel output, ie greater than 2 channels. */
#define FMOD_CAPS_OUTPUT_FORMAT_PCM8 0x00000008 /* Device can output to 8bit integer PCM. */
#define FMOD_CAPS_OUTPUT_FORMAT_PCM16 0x00000010 /* Device can output to 16bit integer PCM. */
#define FMOD_CAPS_OUTPUT_FORMAT_PCM24 0x00000020 /* Device can output to 24bit integer PCM. */
#define FMOD_CAPS_OUTPUT_FORMAT_PCM32 0x00000040 /* Device can output to 32bit integer PCM. */
#define FMOD_CAPS_OUTPUT_FORMAT_PCMFLOAT 0x00000080 /* Device can output to 32bit floating point PCM. */
#define FMOD_CAPS_REVERB_EAX2 0x00000100 /* Device supports EAX2 reverb. */
#define FMOD_CAPS_REVERB_EAX3 0x00000200 /* Device supports EAX3 reverb. */
#define FMOD_CAPS_REVERB_EAX4 0x00000400 /* Device supports EAX4 reverb */
#define FMOD_CAPS_REVERB_I3DL2 0x00000800 /* Device supports I3DL2 reverb. */
#define FMOD_CAPS_REVERB_LIMITED 0x00001000 /* Device supports some form of limited hardware reverb, maybe parameterless and only selectable by environment. */
/* [DEFINE_END] */
/*
[DEFINE]
[
[NAME]
FMOD_DEBUGLEVEL
[DESCRIPTION]
Bit fields to use with FMOD::Debug_SetLevel / FMOD::Debug_GetLevel to control the level of tty debug output with logging versions of FMOD (fmodL).
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
Debug_SetLevel
Debug_GetLevel
]
*/
#define FMOD_DEBUG_LEVEL_NONE 0x00000000
#define FMOD_DEBUG_LEVEL_LOG 0x00000001
#define FMOD_DEBUG_LEVEL_ERROR 0x00000002
#define FMOD_DEBUG_LEVEL_WARNING 0x00000004
#define FMOD_DEBUG_LEVEL_HINT 0x00000008
#define FMOD_DEBUG_LEVEL_ALL 0x000000FF
#define FMOD_DEBUG_TYPE_MEMORY 0x00000100
#define FMOD_DEBUG_TYPE_THREAD 0x00000200
#define FMOD_DEBUG_TYPE_FILE 0x00000400
#define FMOD_DEBUG_TYPE_NET 0x00000800
#define FMOD_DEBUG_TYPE_EVENT 0x00001000
#define FMOD_DEBUG_TYPE_ALL 0x0000FFFF
#define FMOD_DEBUG_DISPLAY_TIMESTAMPS 0x01000000
#define FMOD_DEBUG_DISPLAY_LINENUMBERS 0x02000000
#define FMOD_DEBUG_DISPLAY_COMPRESS 0x04000000
#define FMOD_DEBUG_DISPLAY_ALL 0x0F000000
#define FMOD_DEBUG_ALL 0xFFFFFFFF
/* [DEFINE_END] */
/*
[DEFINE]
[
[NAME]
FMOD_MEMORY_TYPE
[DESCRIPTION]
Bit fields for memory allocation type being passed into FMOD memory callbacks.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
FMOD_MEMORY_ALLOCCALLBACK
FMOD_MEMORY_REALLOCCALLBACK
FMOD_MEMORY_FREECALLBACK
Memory_Initialize
]
*/
#define FMOD_MEMORY_NORMAL 0x00000000 /* Standard memory. */
#define FMOD_MEMORY_XBOX360_PHYSICAL 0x00100000 /* Requires XPhysicalAlloc / XPhysicalFree. */
/* [DEFINE_END] */
/*
[ENUM]
[
[DESCRIPTION]
These are speaker types defined for use with the System::setSpeakerMode or System::getSpeakerMode command.
[REMARKS]
These are important notes on speaker modes in regards to sounds created with FMOD_SOFTWARE.
Note below the phrase 'sound channels' is used. These are the subchannels inside a sound, they are not related and
have nothing to do with the FMOD class "Channel".
For example a mono sound has 1 sound channel, a stereo sound has 2 sound channels, and an AC3 or 6 channel wav file have 6 "sound channels".
FMOD_SPEAKERMODE_RAW
---------------------
This mode is for output devices that are not specifically mono/stereo/quad/surround/5.1 or 7.1, but are multichannel.
Use System::setSoftwareFormat to specify the number of speakers you want to address, otherwise it will default to 2 (stereo).
Sound channels map to speakers sequentially, so a mono sound maps to output speaker 0, stereo sound maps to output speaker 0 & 1.
The user assumes knowledge of the speaker order. FMOD_SPEAKER enumerations may not apply, so raw channel indices should be used.
Multichannel sounds map input channels to output channels 1:1.
Channel::setPan and Channel::setSpeakerMix do not work.
Speaker levels must be manually set with Channel::setSpeakerLevels.
FMOD_SPEAKERMODE_MONO
---------------------
This mode is for a 1 speaker arrangement.
Panning does not work in this speaker mode.
Mono, stereo and multichannel sounds have each sound channel played on the one speaker unity.
Mix behaviour for multichannel sounds can be set with Channel::setSpeakerLevels.
Channel::setSpeakerMix does not work.
FMOD_SPEAKERMODE_STEREO
-----------------------
This mode is for 2 speaker arrangements that have a left and right speaker.
- Mono sounds default to an even distribution between left and right. They can be panned with Channel::setPan.
- Stereo sounds default to the middle, or full left in the left speaker and full right in the right speaker.
- They can be cross faded with Channel::setPan.
- Multichannel sounds have each sound channel played on each speaker at unity.
- Mix behaviour for multichannel sounds can be set with Channel::setSpeakerLevels.
- Channel::setSpeakerMix works but only front left and right parameters are used, the rest are ignored.
FMOD_SPEAKERMODE_QUAD
------------------------
This mode is for 4 speaker arrangements that have a front left, front right, rear left and a rear right speaker.
- Mono sounds default to an even distribution between front left and front right. They can be panned with Channel::setPan.
- Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.
- They can be cross faded with Channel::setPan.
- Multichannel sounds default to all of their sound channels being played on each speaker in order of input.
- Mix behaviour for multichannel sounds can be set with Channel::setSpeakerLevels.
- Channel::setSpeakerMix works but side left, side right, center and lfe are ignored.
FMOD_SPEAKERMODE_SURROUND
------------------------
This mode is for 4 speaker arrangements that have a front left, front right, front center and a rear center.
- Mono sounds default to the center speaker. They can be panned with Channel::setPan.
- Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.
- They can be cross faded with Channel::setPan.
- Multichannel sounds default to all of their sound channels being played on each speaker in order of input.
- Mix behaviour for multichannel sounds can be set with Channel::setSpeakerLevels.
- Channel::setSpeakerMix works but side left, side right and lfe are ignored, and rear left / rear right are averaged into the rear speaker.
FMOD_SPEAKERMODE_5POINT1
------------------------
This mode is for 5.1 speaker arrangements that have a left/right/center/rear left/rear right and a subwoofer speaker.
- Mono sounds default to the center speaker. They can be panned with Channel::setPan.
- Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.
- They can be cross faded with Channel::setPan.
- Multichannel sounds default to all of their sound channels being played on each speaker in order of input.
- Mix behaviour for multichannel sounds can be set with Channel::setSpeakerLevels.
- Channel::setSpeakerMix works but side left / side right are ignored.
FMOD_SPEAKERMODE_7POINT1
------------------------
This mode is for 7.1 speaker arrangements that have a left/right/center/rear left/rear right/side left/side right
and a subwoofer speaker.
- Mono sounds default to the center speaker. They can be panned with Channel::setPan.
- Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.
- They can be cross faded with Channel::setPan.
- Multichannel sounds default to all of their sound channels being played on each speaker in order of input.
- Mix behaviour for multichannel sounds can be set with Channel::setSpeakerLevels.
- Channel::setSpeakerMix works and every parameter is used to set the balance of a sound in any speaker.
FMOD_SPEAKERMODE_PROLOGIC
------------------------------------------------------
This mode is for mono, stereo, 5.1 and 7.1 speaker arrangements, as it is backwards and forwards compatible with stereo,
but to get a surround effect a Dolby Prologic or Prologic 2 hardware decoder / amplifier is needed.
Pan behaviour is the same as FMOD_SPEAKERMODE_5POINT1.
If this function is called the numoutputchannels setting in System::setSoftwareFormat is overwritten.
For 3D sounds, panning is determined at runtime by the 3D subsystem based on the speaker mode to determine which speaker the
sound should be placed in.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::setSpeakerMode
System::getSpeakerMode
System::getDriverCaps
System::setSoftwareFormat
Channel::setSpeakerLevels
]
*/
typedef enum
{
FMOD_SPEAKERMODE_RAW, /* There is no specific speakermode. Sound channels are mapped in order of input to output. Use System::setSoftwareFormat to specify speaker count. See remarks for more information. */
FMOD_SPEAKERMODE_MONO, /* The speakers are monaural. */
FMOD_SPEAKERMODE_STEREO, /* The speakers are stereo (DEFAULT). */
FMOD_SPEAKERMODE_QUAD, /* 4 speaker setup. This includes front left, front right, rear left, rear right. */
FMOD_SPEAKERMODE_SURROUND, /* 4 speaker setup. This includes front left, front right, center, rear center (rear left/rear right are averaged). */
FMOD_SPEAKERMODE_5POINT1, /* 5.1 speaker setup. This includes front left, front right, center, rear left, rear right and a subwoofer. */
FMOD_SPEAKERMODE_7POINT1, /* 7.1 speaker setup. This includes front left, front right, center, rear left, rear right, side left, side right and a subwoofer. */
FMOD_SPEAKERMODE_PROLOGIC, /* Stereo output, but data is encoded in a way that is picked up by a Prologic/Prologic2 decoder and split into a 5.1 speaker setup. */
FMOD_SPEAKERMODE_MAX, /* Maximum number of speaker modes supported. */
FMOD_SPEAKERMODE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_SPEAKERMODE;
/*
[ENUM]
[
[DESCRIPTION]
These are speaker types defined for use with the Channel::setSpeakerLevels command.
It can also be used for speaker placement in the System::setSpeakerPosition command.
[REMARKS]
If you are using FMOD_SPEAKERMODE_RAW and speaker assignments are meaningless, just cast a raw integer value to this type.
For example (FMOD_SPEAKER)7 would use the 7th speaker (also the same as FMOD_SPEAKER_SIDE_RIGHT).
Values higher than this can be used if an output system has more than 8 speaker types / output channels. 15 is the current maximum.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
FMOD_SPEAKERMODE
Channel::setSpeakerLevels
Channel::getSpeakerLevels
System::setSpeakerPosition
System::getSpeakerPosition
]
*/
typedef enum
{
FMOD_SPEAKER_FRONT_LEFT,
FMOD_SPEAKER_FRONT_RIGHT,
FMOD_SPEAKER_FRONT_CENTER,
FMOD_SPEAKER_LOW_FREQUENCY,
FMOD_SPEAKER_BACK_LEFT,
FMOD_SPEAKER_BACK_RIGHT,
FMOD_SPEAKER_SIDE_LEFT,
FMOD_SPEAKER_SIDE_RIGHT,
FMOD_SPEAKER_MAX, /* Maximum number of speaker types supported. */
FMOD_SPEAKER_MONO = FMOD_SPEAKER_FRONT_LEFT, /* For use with FMOD_SPEAKERMODE_MONO and Channel::SetSpeakerLevels. Mapped to same value as FMOD_SPEAKER_FRONT_LEFT. */
FMOD_SPEAKER_BACK_CENTER = FMOD_SPEAKER_LOW_FREQUENCY, /* For use with FMOD_SPEAKERMODE_SURROUND and Channel::SetSpeakerLevels only. Mapped to same value as FMOD_SPEAKER_LOW_FREQUENCY. */
FMOD_SPEAKER_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_SPEAKER;
/*
[ENUM]
[
[DESCRIPTION]
These are plugin types defined for use with the System::getNumPlugins,
System::getPluginInfo and System::unloadPlugin functions.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::getNumPlugins
System::getPluginInfo
System::unloadPlugin
]
*/
typedef enum
{
FMOD_PLUGINTYPE_OUTPUT, /* The plugin type is an output module. FMOD mixed audio will play through one of these devices */
FMOD_PLUGINTYPE_CODEC, /* The plugin type is a file format codec. FMOD will use these codecs to load file formats for playback. */
FMOD_PLUGINTYPE_DSP, /* The plugin type is a DSP unit. FMOD will use these plugins as part of its DSP network to apply effects to output or generate sound in realtime. */
FMOD_PLUGINTYPE_MAX, /* Maximum number of plugin types supported. */
FMOD_PLUGINTYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_PLUGINTYPE;
/*
[DEFINE]
[
[NAME]
FMOD_INITFLAGS
[DESCRIPTION]
Initialization flags. Use them with System::init in the flags parameter to change various behaviour.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::init
System::update
Channel::set3DOcclusion
]
*/
#define FMOD_INIT_NORMAL 0x00000000 /* All platforms - Initialize normally */
#define FMOD_INIT_STREAM_FROM_UPDATE 0x00000001 /* All platforms - No stream thread is created internally. Streams are driven from System::update. Mainly used with non-realtime outputs. */
#define FMOD_INIT_3D_RIGHTHANDED 0x00000002 /* All platforms - FMOD will treat +X as left, +Y as up and +Z as forwards. */
#define FMOD_INIT_DISABLESOFTWARE 0x00000004 /* All platforms - Disable software mixer to save memory. Anything created with FMOD_SOFTWARE will fail and DSP will not work. */
#define FMOD_INIT_OCCLUSION_LOWPASS 0x00000008 /* All platforms - All FMOD_SOFTWARE with FMOD_3D based voices will add a software lowpass filter effect into the DSP chain which is automatically used when Channel::set3DOcclusion is used or the geometry API. */
#define FMOD_INIT_DSOUND_HRTFNONE 0x00000200 /* Win32 only - for DirectSound output - FMOD_HARDWARE | FMOD_3D buffers use simple stereo panning/doppler/attenuation when 3D hardware acceleration is not present. */
#define FMOD_INIT_DSOUND_HRTFLIGHT 0x00000400 /* Win32 only - for DirectSound output - FMOD_HARDWARE | FMOD_3D buffers use a slightly higher quality algorithm when 3D hardware acceleration is not present. */
#define FMOD_INIT_DSOUND_HRTFFULL 0x00000800 /* Win32 only - for DirectSound output - FMOD_HARDWARE | FMOD_3D buffers use full quality 3D playback when 3d hardware acceleration is not present. */
#define FMOD_INIT_PS2_DISABLECORE0REVERB 0x00010000 /* PS2 only - Disable reverb on CORE 0 to regain 256k SRAM. */
#define FMOD_INIT_PS2_DISABLECORE1REVERB 0x00020000 /* PS2 only - Disable reverb on CORE 1 to regain 256k SRAM. */
#define FMOD_INIT_PS2_DONTUSESCRATCHPAD 0x00040000 /* PS2 only - Disable FMOD's usage of the scratchpad. */
#define FMOD_INIT_PS2_SWAPDMACHANNELS 0x00080000 /* PS2 only - Changes FMOD from using SPU DMA channel 0 for software mixing, and 1 for sound data upload/file streaming, to 1 and 0 respectively. */
#define FMOD_INIT_XBOX_REMOVEHEADROOM 0x00100000 /* 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. */
#define FMOD_INIT_360_MUSICMUTENOTPAUSE 0x00200000 /* Xbox 360 only - The "music" channelgroup which by default pauses when custom 360 dashboard music is played, can be changed to mute (therefore continues playing) instead of pausing, by using this flag. */
/* [DEFINE_END] */
/*
[ENUM]
[
[DESCRIPTION]
These definitions describe the type of song being played.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
Sound::getFormat
]
*/
typedef enum
{
FMOD_SOUND_TYPE_UNKNOWN, /* 3rd party / unknown plugin format. */
FMOD_SOUND_TYPE_AAC, /* AAC. Currently unsupported. */
FMOD_SOUND_TYPE_AIFF, /* AIFF. */
FMOD_SOUND_TYPE_ASF, /* Microsoft Advanced Systems Format (ie WMA/ASF/WMV). */
FMOD_SOUND_TYPE_AT3, /* Sony ATRAC 3 format */
FMOD_SOUND_TYPE_CDDA, /* Digital CD audio. */
FMOD_SOUND_TYPE_DLS, /* Sound font / downloadable sound bank. */
FMOD_SOUND_TYPE_FLAC, /* FLAC lossless codec. */
FMOD_SOUND_TYPE_FSB, /* FMOD Sample Bank. */
FMOD_SOUND_TYPE_GCADPCM, /* GameCube ADPCM */
FMOD_SOUND_TYPE_IT, /* Impulse Tracker. */
FMOD_SOUND_TYPE_MIDI, /* MIDI. */
FMOD_SOUND_TYPE_MOD, /* Protracker / Fasttracker MOD. */
FMOD_SOUND_TYPE_MPEG, /* MP2/MP3 MPEG. */
FMOD_SOUND_TYPE_OGGVORBIS, /* Ogg vorbis. */
FMOD_SOUND_TYPE_PLAYLIST, /* Information only from ASX/PLS/M3U/WAX playlists */
FMOD_SOUND_TYPE_RAW, /* Raw PCM data. */
FMOD_SOUND_TYPE_S3M, /* ScreamTracker 3. */
FMOD_SOUND_TYPE_SF2, /* Sound font 2 format. */
FMOD_SOUND_TYPE_USER, /* User created sound. */
FMOD_SOUND_TYPE_WAV, /* Microsoft WAV. */
FMOD_SOUND_TYPE_XM, /* FastTracker 2 XM. */
FMOD_SOUND_TYPE_XMA, /* Xbox360 XMA */
FMOD_SOUND_TYPE_VAG, /* PlayStation 2 / PlayStation Portable adpcm VAG format. */
FMOD_SOUND_TYPE_MAX, /* Maximum number of sound types supported. */
FMOD_SOUND_TYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_SOUND_TYPE;
/*
[ENUM]
[
[DESCRIPTION]
These definitions describe the native format of the hardware or software buffer that will be used.
[REMARKS]
This is the format the native hardware or software buffer will be or is created in.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::createSound
Sound::getFormat
]
*/
typedef enum
{
FMOD_SOUND_FORMAT_NONE, /* Unitialized / unknown. */
FMOD_SOUND_FORMAT_PCM8, /* 8bit integer PCM data. */
FMOD_SOUND_FORMAT_PCM16, /* 16bit integer PCM data. */
FMOD_SOUND_FORMAT_PCM24, /* 24bit integer PCM data. */
FMOD_SOUND_FORMAT_PCM32, /* 32bit integer PCM data. */
FMOD_SOUND_FORMAT_PCMFLOAT, /* 32bit floating point PCM data. */
FMOD_SOUND_FORMAT_GCADPCM, /* Compressed GameCube DSP data. */
FMOD_SOUND_FORMAT_IMAADPCM, /* Compressed IMA ADPCM / Xbox ADPCM data. */
FMOD_SOUND_FORMAT_VAG, /* Compressed PlayStation 2 / PlayStation Portable ADPCM data. */
FMOD_SOUND_FORMAT_XMA, /* Compressed Xbox360 data. */
FMOD_SOUND_FORMAT_MPEG, /* Compressed MPEG layer 2 or 3 data. */
FMOD_SOUND_FORMAT_MAX, /* Maximum number of sound formats supported. */
FMOD_SOUND_FORMAT_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_SOUND_FORMAT;
/*
[DEFINE]
[
[NAME]
FMOD_MODE
[DESCRIPTION]
Sound description bitfields, bitwise OR them together for loading and describing sounds.
[REMARKS]
By default a sound will open as a static sound that is decompressed fully into memory. (ie equivalent of FMOD_CREATESAMPLE)
To have a sound stream instead, use FMOD_CREATESTREAM, or use the wrapper function System::createStream.
Some opening modes (ie FMOD_OPENUSER, FMOD_OPENMEMORY, FMOD_OPENMEMORY_POINT, FMOD_OPENRAW) will need extra information.
This can be provided using the FMOD_CREATESOUNDEXINFO structure.
On Playstation 2, non VAG formats will default to FMOD_SOFTWARE if FMOD_HARDWARE is not specified.
This is due to PS2 hardware not supporting PCM data.
Specifying FMOD_OPENMEMORY_POINT will POINT to your memory rather allocating its own sound buffers and duplicating it internally.
<b><u>This means you cannot free the memory while FMOD is using it, until after Sound::release is called.</b></u>
With FMOD_OPENMEMORY_POINT, for PCM formats, only WAV, FSB, and RAW are supported. For compressed formats, only those formats supported by FMOD_CREATECOMPRESSEDSAMPLE are supported.
<b>Xbox 360 memory</b> On Xbox 360 Specifying FMOD_OPENMEMORY_POINT to a virtual memory address will cause FMOD_ERR_INVALID_ADDRESS
to be returned. Use physical memory only for this functionality.
FMOD_LOWMEM is used on a sound if you want to minimize the memory overhead, by having FMOD not allocate memory for certain
features that are not likely to be used in a game environment. These are :
1. Sound::getName functionality is removed. 256 bytes per sound is saved.
2. For a stream, a default sentence is not created, 4 bytes per subsound. On a 2000 subsound FSB this can save 8kb for example.
Sound::setSubSoundSentence can simply be used to set up a sentence as normal, System::playSound just wont play through the
whole set of subsounds by default any more.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::createSound
System::createStream
Sound::setMode
Sound::getMode
Channel::setMode
Channel::getMode
Sound::set3DCustomRolloff
Channel::set3DCustomRolloff
Sound::getOpenState
]
*/
#define FMOD_DEFAULT 0x00000000 /* FMOD_DEFAULT is a default sound type. Equivalent to all the defaults listed below. FMOD_LOOP_OFF, FMOD_2D, FMOD_HARDWARE. */
#define FMOD_LOOP_OFF 0x00000001 /* For non looping sounds. (DEFAULT). Overrides FMOD_LOOP_NORMAL / FMOD_LOOP_BIDI. */
#define FMOD_LOOP_NORMAL 0x00000002 /* For forward looping sounds. */
#define FMOD_LOOP_BIDI 0x00000004 /* For bidirectional looping sounds. (only works on software mixed static sounds). */
#define FMOD_2D 0x00000008 /* Ignores any 3d processing. (DEFAULT). */
#define FMOD_3D 0x00000010 /* Makes the sound positionable in 3D. Overrides FMOD_2D. */
#define FMOD_HARDWARE 0x00000020 /* Attempts to make sounds use hardware acceleration. (DEFAULT). */
#define FMOD_SOFTWARE 0x00000040 /* Makes the sound be mixed by the FMOD CPU based software mixer. Overrides FMOD_HARDWARE. Use this for FFT, DSP, compressed sample support, 2D multi-speaker support and other software related features. */
#define FMOD_CREATESTREAM 0x00000080 /* Decompress at runtime, streaming from the source provided (ie from disk). Overrides FMOD_CREATESAMPLE and FMOD_CREATECOMPRESSEDSAMPLE. Note a stream can only be played once at a time due to a stream only having 1 stream buffer and file handle. Open multiple streams to have them play concurrently. */
#define FMOD_CREATESAMPLE 0x00000100 /* Decompress at loadtime, decompressing or decoding whole file into memory as the target sample format (ie PCM). Fastest for playback and most flexible. */
#define FMOD_CREATECOMPRESSEDSAMPLE 0x00000200 /* Load MP2, MP3, IMAADPCM or XMA into memory and leave it compressed. During playback the FMOD software mixer will decode it in realtime as a 'compressed sample'. Can only be used in combination with FMOD_SOFTWARE. Overrides FMOD_CREATESAMPLE. If the sound data is not ADPCM, MPEG or XMA it will behave as if it was created with FMOD_CREATESAMPLE and decode the sound into PCM. */
#define FMOD_OPENUSER 0x00000400 /* Opens a user created static sample or stream. Use FMOD_CREATESOUNDEXINFO to specify format and/or read callbacks. If a user created 'sample' is created with no read callback, the sample will be empty. Use Sound::lock and Sound::unlock to place sound data into the sound if this is the case. */
#define FMOD_OPENMEMORY 0x00000800 /* "name_or_data" will be interpreted as a pointer to memory instead of filename for creating sounds. Use FMOD_CREATESOUNDEXINFO to specify length. FMOD duplicates the memory into its own buffers. Can be freed after open. */
#define FMOD_OPENMEMORY_POINT 0x10000000 /* "name_or_data" will be interpreted as a pointer to memory instead of filename for creating sounds. Use FMOD_CREATESOUNDEXINFO to specify length. This differs to FMOD_OPENMEMORY in that it uses the memory as is, without duplicating the memory into its own buffers. FMOD_SOFTWARE only. Doesn't work with FMOD_HARDWARE, as sound hardware cannot access main ram on a lot of platforms. Cannot be freed after open, only after Sound::release. Will not work if the data is compressed and FMOD_CREATECOMPRESSEDSAMPLE is not used. */
#define FMOD_OPENRAW 0x00001000 /* Will ignore file format and treat as raw pcm. Use FMOD_CREATESOUNDEXINFO to specify format. Requires at least defaultfrequency, numchannels and format to be specified before it will open. Must be little endian data. */
#define FMOD_OPENONLY 0x00002000 /* Just open the file, dont prebuffer or read. Good for fast opens for info, or when sound::readData is to be used. */
#define FMOD_ACCURATETIME 0x00004000 /* For System::createSound - for accurate Sound::getLength/Channel::setPosition on VBR MP3, and MOD/S3M/XM/IT/MIDI files. Scans file first, so takes longer to open. FMOD_OPENONLY does not affect this. */
#define FMOD_MPEGSEARCH 0x00008000 /* For corrupted / bad MP3 files. This will search all the way through the file until it hits a valid MPEG header. Normally only searches for 4k. */
#define FMOD_NONBLOCKING 0x00010000 /* For opening sounds and getting streamed subsounds (seeking) asyncronously. Use Sound::getOpenState to poll the state of the sound as it opens or retrieves the subsound in the background. */
#define FMOD_UNIQUE 0x00020000 /* Unique sound, can only be played one at a time */
#define FMOD_3D_HEADRELATIVE 0x00040000 /* Make the sound's position, velocity and orientation relative to the listener. */
#define FMOD_3D_WORLDRELATIVE 0x00080000 /* Make the sound's position, velocity and orientation absolute (relative to the world). (DEFAULT) */
#define FMOD_3D_LOGROLLOFF 0x00100000 /* This sound will follow the standard logarithmic rolloff model where mindistance = full volume, maxdistance = where sound stops attenuating, and rolloff is fixed according to the global rolloff factor. (DEFAULT) */
#define FMOD_3D_LINEARROLLOFF 0x00200000 /* This sound will follow a linear rolloff model where mindistance = full volume, maxdistance = silence. Rolloffscale is ignored. */
#define FMOD_3D_CUSTOMROLLOFF 0x04000000 /* This sound will follow a rolloff model defined by Sound::set3DCustomRolloff / Channel::set3DCustomRolloff. */
#define FMOD_3D_IGNOREGEOMETRY 0x40000000 /* Is not affect by geometry occlusion. If not specified in Sound::setMode, or Channel::setMode, the flag is cleared and it is affected by geometry again. */
#define FMOD_CDDA_FORCEASPI 0x00400000 /* For CDDA sounds only - use ASPI instead of NTSCSI to access the specified CD/DVD device. */
#define FMOD_CDDA_JITTERCORRECT 0x00800000 /* For CDDA sounds only - perform jitter correction. Jitter correction helps produce a more accurate CDDA stream at the cost of more CPU time. */
#define FMOD_UNICODE 0x01000000 /* Filename is double-byte unicode. */
#define FMOD_IGNORETAGS 0x02000000 /* Skips id3v2/asf/etc tag checks when opening a sound, to reduce seek/read overhead when opening files (helps with CD performance). */
#define FMOD_LOWMEM 0x08000000 /* Removes some features from samples to give a lower memory overhead, like Sound::getName. See remarks. */
#define FMOD_LOADSECONDARYRAM 0x20000000 /* Load sound into the secondary RAM of supported platform. On PS3, sounds will be loaded into RSX/VRAM. */
/* [DEFINE_END] */
/*
[ENUM]
[
[DESCRIPTION]
These values describe what state a sound is in after FMOD_NONBLOCKING has been used to open it.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
Sound::getOpenState
FMOD_MODE
]
*/
typedef enum
{
FMOD_OPENSTATE_READY = 0, /* Opened and ready to play. */
FMOD_OPENSTATE_LOADING, /* Initial load in progress. */
FMOD_OPENSTATE_ERROR, /* Failed to open - file not found, out of memory etc. See return value of Sound::getOpenState for what happened. */
FMOD_OPENSTATE_CONNECTING, /* Connecting to remote host (internet sounds only). */
FMOD_OPENSTATE_BUFFERING, /* Buffering data. */
FMOD_OPENSTATE_SEEKING, /* Seeking to subsound and re-flushing stream buffer. */
FMOD_OPENSTATE_MAX, /* Maximum number of open state types. */
FMOD_OPENSTATE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_OPENSTATE;
/*
[ENUM]
[
[DESCRIPTION]
These callback types are used with Channel::setCallback.
[REMARKS]
Each callback has commanddata parameters passed int unique to the type of callback.
See reference to FMOD_CHANNEL_CALLBACK to determine what they might mean for each type of callback.
<b>Note!</b> Currently the user must call System::update for these callbacks to trigger!
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
Channel::setCallback
FMOD_CHANNEL_CALLBACK
System::update
]
*/
typedef enum
{
FMOD_CHANNEL_CALLBACKTYPE_END, /* Called when a sound ends. */
FMOD_CHANNEL_CALLBACKTYPE_VIRTUALVOICE, /* Called when a voice is swapped out or swapped in. */
FMOD_CHANNEL_CALLBACKTYPE_SYNCPOINT, /* Called when a syncpoint is encountered. Can be from wav file markers. */
FMOD_CHANNEL_CALLBACKTYPE_MAX, /* Maximum number of callback types supported. */
FMOD_CHANNEL_CALLBACKTYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_CHANNEL_CALLBACKTYPE;
/*
FMOD Callbacks
*/
typedef FMOD_RESULT (F_CALLBACK *FMOD_CHANNEL_CALLBACK) (FMOD_CHANNEL *channel, FMOD_CHANNEL_CALLBACKTYPE type, int command, unsigned int commanddata1, unsigned int commanddata2);
typedef FMOD_RESULT (F_CALLBACK *FMOD_SOUND_NONBLOCKCALLBACK)(FMOD_SOUND *sound, FMOD_RESULT result);
typedef FMOD_RESULT (F_CALLBACK *FMOD_SOUND_PCMREADCALLBACK)(FMOD_SOUND *sound, void *data, unsigned int datalen);
typedef FMOD_RESULT (F_CALLBACK *FMOD_SOUND_PCMSETPOSCALLBACK)(FMOD_SOUND *sound, int subsound, unsigned int position, FMOD_TIMEUNIT postype);
typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_OPENCALLBACK) (const char *name, int unicode, unsigned int *filesize, void **handle, void **userdata);
typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_CLOSECALLBACK) (void *handle, void *userdata);
typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_READCALLBACK) (void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread, void *userdata);
typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_SEEKCALLBACK) (void *handle, unsigned int pos, void *userdata);
typedef void * (F_CALLBACK *FMOD_MEMORY_ALLOCCALLBACK) (unsigned int size, FMOD_MEMORY_TYPE type);
typedef void * (F_CALLBACK *FMOD_MEMORY_REALLOCCALLBACK)(void *ptr, unsigned int size, FMOD_MEMORY_TYPE type);
typedef void (F_CALLBACK *FMOD_MEMORY_FREECALLBACK) (void *ptr, FMOD_MEMORY_TYPE type);
/*
[ENUM]
[
[DESCRIPTION]
List of windowing methods used in spectrum analysis to reduce leakage / transient signals intefering with the analysis.
This is a problem with analysis of continuous signals that only have a small portion of the signal sample (the fft window size).
Windowing the signal with a curve or triangle tapers the sides of the fft window to help alleviate this problem.
[REMARKS]
Cyclic signals such as a sine wave that repeat their cycle in a multiple of the window size do not need windowing.
I.e. If the sine wave repeats every 1024, 512, 256 etc samples and the FMOD fft window is 1024, then the signal would not need windowing.
Not windowing is the same as FMOD_DSP_FFT_WINDOW_RECT, which is the default.
If the cycle of the signal (ie the sine wave) is not a multiple of the window size, it will cause frequency abnormalities, so a different windowing method is needed.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::getSpectrum
Channel::getSpectrum
]
*/
typedef enum
{
FMOD_DSP_FFT_WINDOW_RECT, /* w[n] = 1.0 */
FMOD_DSP_FFT_WINDOW_TRIANGLE, /* w[n] = TRI(2n/N) */
FMOD_DSP_FFT_WINDOW_HAMMING, /* w[n] = 0.54 - (0.46 * COS(n/N) ) */
FMOD_DSP_FFT_WINDOW_HANNING, /* w[n] = 0.5 * (1.0 - COS(n/N) ) */
FMOD_DSP_FFT_WINDOW_BLACKMAN, /* w[n] = 0.42 - (0.5 * COS(n/N) ) + (0.08 * COS(2.0 * n/N) ) */
FMOD_DSP_FFT_WINDOW_BLACKMANHARRIS, /* w[n] = 0.35875 - (0.48829 * COS(1.0 * n/N)) + (0.14128 * COS(2.0 * n/N)) - (0.01168 * COS(3.0 * n/N)) */
FMOD_DSP_FFT_WINDOW_MAX, /* Maximum number of FFT window types supported. */
FMOD_DSP_FFT_WINDOW_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_DSP_FFT_WINDOW;
/*
[ENUM]
[
[DESCRIPTION]
List of interpolation types that the FMOD Ex software mixer supports.
[REMARKS]
The default resampler type is FMOD_DSP_RESAMPLER_LINEAR.
Use System::setSoftwareFormat to tell FMOD the resampling quality you require for FMOD_SOFTWARE based sounds.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
System::setSoftwareFormat
System::getSoftwareFormat
]
*/
typedef enum
{
FMOD_DSP_RESAMPLER_NOINTERP, /* No interpolation. High frequency aliasing hiss will be audible depending on the sample rate of the sound. */
FMOD_DSP_RESAMPLER_LINEAR, /* Linear interpolation (default method). Fast and good quality, causes very slight lowpass effect on low frequency sounds. */
FMOD_DSP_RESAMPLER_CUBIC, /* Cubic interoplation. Slower than linear interpolation but better quality. */
FMOD_DSP_RESAMPLER_SPLINE, /* 5 point spline interoplation. Slowest resampling method but best quality. */
FMOD_DSP_RESAMPLER_MAX, /* Maximum number of resample methods supported. */
FMOD_DSP_RESAMPLER_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_DSP_RESAMPLER;
/*
[ENUM]
[
[DESCRIPTION]
List of tag types that could be stored within a sound. These include id3 tags, metadata from netstreams and vorbis/asf data.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
Sound::getTag
]
*/
typedef enum
{
FMOD_TAGTYPE_UNKNOWN = 0,
FMOD_TAGTYPE_ID3V1,
FMOD_TAGTYPE_ID3V2,
FMOD_TAGTYPE_VORBISCOMMENT,
FMOD_TAGTYPE_SHOUTCAST,
FMOD_TAGTYPE_ICECAST,
FMOD_TAGTYPE_ASF,
FMOD_TAGTYPE_MIDI,
FMOD_TAGTYPE_PLAYLIST,
FMOD_TAGTYPE_FMOD,
FMOD_TAGTYPE_USER,
FMOD_TAGTYPE_MAX, /* Maximum number of tag types supported. */
FMOD_TAGTYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_TAGTYPE;
/*
[ENUM]
[
[DESCRIPTION]
List of data types that can be returned by Sound::getTag
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
Sound::getTag
]
*/
typedef enum
{
FMOD_TAGDATATYPE_BINARY = 0,
FMOD_TAGDATATYPE_INT,
FMOD_TAGDATATYPE_FLOAT,
FMOD_TAGDATATYPE_STRING,
FMOD_TAGDATATYPE_STRING_UTF16,
FMOD_TAGDATATYPE_STRING_UTF16BE,
FMOD_TAGDATATYPE_STRING_UTF8,
FMOD_TAGDATATYPE_CDTOC,
FMOD_TAGDATATYPE_MAX, /* Maximum number of tag datatypes supported. */
FMOD_TAGDATATYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_TAGDATATYPE;
/*
[STRUCTURE]
[
[DESCRIPTION]
Structure describing a piece of tag data.
[REMARKS]
Members marked with [in] mean the user sets the value before passing it to the function.
Members marked with [out] mean FMOD sets the value to be used after the function exits.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3, Wii
[SEE_ALSO]
Sound::getTag
FMOD_TAGTYPE
FMOD_TAGDATATYPE