/libs/fmodex/include/fmod.h

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  1. /*$ preserve start $*/
  2. /* ============================================================================================ */
  3. /* FMOD Ex - Main C/C++ header file. Copyright (c), Firelight Technologies Pty, Ltd. 2004-2014. */
  4. /* */
  5. /* This header is the base header for all other FMOD headers. If you are programming in C */
  6. /* use this exclusively, or if you are programming C++ use this in conjunction with FMOD.HPP */
  7. /* */
  8. /* ============================================================================================ */
  9. #ifndef _FMOD_H
  10. #define _FMOD_H
  11. /*
  12. FMOD version number. Check this against FMOD::System::getVersion.
  13. 0xaaaabbcc -> aaaa = major version number. bb = minor version number. cc = development version number.
  14. */
  15. #define FMOD_VERSION 0x00044459
  16. /*
  17. Compiler specific settings.
  18. */
  19. #if defined(__CYGWIN32__)
  20. #define F_CDECL __cdecl
  21. #define F_STDCALL __stdcall
  22. #define F_DECLSPEC __declspec
  23. #define F_DLLEXPORT ( dllexport )
  24. #elif defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(_WIN64)
  25. #define F_CDECL _cdecl
  26. #define F_STDCALL _stdcall
  27. #define F_DECLSPEC __declspec
  28. #define F_DLLEXPORT ( dllexport )
  29. #elif defined(__MACH__) || defined(__ANDROID__) || defined(__linux__) || defined(__QNX__)
  30. #define F_CDECL
  31. #define F_STDCALL
  32. #define F_DECLSPEC
  33. #define F_DLLEXPORT __attribute__ ((visibility("default")))
  34. #else
  35. #define F_CDECL
  36. #define F_STDCALL
  37. #define F_DECLSPEC
  38. #define F_DLLEXPORT
  39. #endif
  40. #ifdef DLL_EXPORTS
  41. #if defined(__MACH__) || defined(__ANDROID__) || defined(__linux__) || defined(__QNX__)
  42. #define F_API __attribute__ ((visibility("default")))
  43. #else
  44. #define F_API __declspec(dllexport) F_STDCALL
  45. #endif
  46. #else
  47. #define F_API F_STDCALL
  48. #endif
  49. #define F_CALLBACK F_STDCALL
  50. /*
  51. FMOD types.
  52. */
  53. typedef int FMOD_BOOL;
  54. typedef struct FMOD_SYSTEM FMOD_SYSTEM;
  55. typedef struct FMOD_SOUND FMOD_SOUND;
  56. typedef struct FMOD_CHANNEL FMOD_CHANNEL;
  57. typedef struct FMOD_CHANNELGROUP FMOD_CHANNELGROUP;
  58. typedef struct FMOD_SOUNDGROUP FMOD_SOUNDGROUP;
  59. typedef struct FMOD_REVERB FMOD_REVERB;
  60. typedef struct FMOD_DSP FMOD_DSP;
  61. typedef struct FMOD_DSPCONNECTION FMOD_DSPCONNECTION;
  62. typedef struct FMOD_POLYGON FMOD_POLYGON;
  63. typedef struct FMOD_GEOMETRY FMOD_GEOMETRY;
  64. typedef struct FMOD_SYNCPOINT FMOD_SYNCPOINT;
  65. typedef struct FMOD_ASYNCREADINFO FMOD_ASYNCREADINFO;
  66. typedef unsigned int FMOD_MODE;
  67. typedef unsigned int FMOD_TIMEUNIT;
  68. typedef unsigned int FMOD_INITFLAGS;
  69. typedef unsigned int FMOD_CAPS;
  70. typedef unsigned int FMOD_DEBUGLEVEL;
  71. typedef unsigned int FMOD_MEMORY_TYPE;
  72. /*$ fmod result start $*/
  73. /*
  74. [ENUM]
  75. [
  76. [DESCRIPTION]
  77. error codes. Returned from every function.
  78. [REMARKS]
  79. [PLATFORMS]
  80. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  81. [SEE_ALSO]
  82. ]
  83. */
  84. typedef enum
  85. {
  86. FMOD_OK, /* No errors. */
  87. FMOD_ERR_ALREADYLOCKED, /* Tried to call lock a second time before unlock was called. */
  88. 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). */
  89. FMOD_ERR_CDDA_DRIVERS, /* Neither NTSCSI nor ASPI could be initialised. */
  90. FMOD_ERR_CDDA_INIT, /* An error occurred while initialising the CDDA subsystem. */
  91. FMOD_ERR_CDDA_INVALID_DEVICE, /* Couldn't find the specified device. */
  92. FMOD_ERR_CDDA_NOAUDIO, /* No audio tracks on the specified disc. */
  93. FMOD_ERR_CDDA_NODEVICES, /* No CD/DVD devices were found. */
  94. FMOD_ERR_CDDA_NODISC, /* No disc present in the specified drive. */
  95. FMOD_ERR_CDDA_READ, /* A CDDA read error occurred. */
  96. FMOD_ERR_CHANNEL_ALLOC, /* Error trying to allocate a channel. */
  97. FMOD_ERR_CHANNEL_STOLEN, /* The specified channel has been reused to play another sound. */
  98. 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. */
  99. FMOD_ERR_DMA, /* DMA Failure. See debug output for more information. */
  100. FMOD_ERR_DSP_CONNECTION, /* DSP connection error. Connection possibly caused a cyclic dependancy. Or tried to connect a tree too many units deep (more than 128). */
  101. FMOD_ERR_DSP_FORMAT, /* DSP Format error. A DSP unit may have attempted to connect to this network with the wrong format. */
  102. FMOD_ERR_DSP_NOTFOUND, /* DSP connection error. Couldn't find the DSP unit specified. */
  103. 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. */
  104. FMOD_ERR_DSP_TOOMANYCONNECTIONS,/* DSP connection error. The unit being connected to or disconnected should only have 1 input or output. */
  105. FMOD_ERR_FILE_BAD, /* Error loading file. */
  106. FMOD_ERR_FILE_COULDNOTSEEK, /* Couldn't perform seek operation. This is a limitation of the medium (ie netstreams) or the file format. */
  107. FMOD_ERR_FILE_DISKEJECTED, /* Media was ejected while reading. */
  108. FMOD_ERR_FILE_EOF, /* End of file unexpectedly reached while trying to read essential data (truncated data?). */
  109. FMOD_ERR_FILE_NOTFOUND, /* File not found. */
  110. FMOD_ERR_FILE_UNWANTED, /* Unwanted file access occured. */
  111. FMOD_ERR_FORMAT, /* Unsupported file or audio format. */
  112. FMOD_ERR_HTTP, /* A HTTP error occurred. This is a catch-all for HTTP errors not listed elsewhere. */
  113. FMOD_ERR_HTTP_ACCESS, /* The specified resource requires authentication or is forbidden. */
  114. FMOD_ERR_HTTP_PROXY_AUTH, /* Proxy authentication is required to access the specified resource. */
  115. FMOD_ERR_HTTP_SERVER_ERROR, /* A HTTP server error occurred. */
  116. FMOD_ERR_HTTP_TIMEOUT, /* The HTTP request timed out. */
  117. FMOD_ERR_INITIALIZATION, /* FMOD was not initialized correctly to support this function. */
  118. FMOD_ERR_INITIALIZED, /* Cannot call this command after System::init. */
  119. FMOD_ERR_INTERNAL, /* An error occured that wasn't supposed to. Contact support. */
  120. FMOD_ERR_INVALID_ADDRESS, /* On Xbox 360, this memory address passed to FMOD must be physical, (ie allocated with XPhysicalAlloc.) */
  121. FMOD_ERR_INVALID_FLOAT, /* Value passed in was a NaN, Inf or denormalized float. */
  122. FMOD_ERR_INVALID_HANDLE, /* An invalid object handle was used. */
  123. FMOD_ERR_INVALID_PARAM, /* An invalid parameter was passed to this function. */
  124. FMOD_ERR_INVALID_POSITION, /* An invalid seek position was passed to this function. */
  125. FMOD_ERR_INVALID_SPEAKER, /* An invalid speaker was passed to this function based on the current speaker mode. */
  126. FMOD_ERR_INVALID_SYNCPOINT, /* The syncpoint did not come from this sound handle. */
  127. FMOD_ERR_INVALID_VECTOR, /* The vectors passed in are not unit length, or perpendicular. */
  128. FMOD_ERR_MAXAUDIBLE, /* Reached maximum audible playback count for this sound's soundgroup. */
  129. FMOD_ERR_MEMORY, /* Not enough memory or resources. */
  130. 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. */
  131. FMOD_ERR_MEMORY_SRAM, /* Not enough memory or resources on console sound ram. */
  132. FMOD_ERR_NEEDS2D, /* Tried to call a command on a 3d sound when the command was meant for 2d sound. */
  133. FMOD_ERR_NEEDS3D, /* Tried to call a command on a 2d sound when the command was meant for 3d sound. */
  134. FMOD_ERR_NEEDSHARDWARE, /* Tried to use a feature that requires hardware support. (ie trying to play a GCADPCM compressed sound in software on Wii). */
  135. 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. */
  136. FMOD_ERR_NET_CONNECT, /* Couldn't connect to the specified host. */
  137. FMOD_ERR_NET_SOCKET_ERROR, /* A socket error occurred. This is a catch-all for socket-related errors not listed elsewhere. */
  138. FMOD_ERR_NET_URL, /* The specified URL couldn't be resolved. */
  139. FMOD_ERR_NET_WOULD_BLOCK, /* Operation on a non-blocking socket could not complete immediately. */
  140. FMOD_ERR_NOTREADY, /* Operation could not be performed because specified sound/DSP connection is not ready. */
  141. FMOD_ERR_OUTPUT_ALLOCATED, /* Error initializing output device, but more specifically, the output device is already in use and cannot be reused. */
  142. FMOD_ERR_OUTPUT_CREATEBUFFER, /* Error creating hardware sound buffer. */
  143. 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. */
  144. FMOD_ERR_OUTPUT_ENUMERATION, /* Error enumerating the available driver list. List may be inconsistent due to a recent device addition or removal. */
  145. FMOD_ERR_OUTPUT_FORMAT, /* Soundcard does not support the minimum features needed for this soundsystem (16bit stereo output). */
  146. FMOD_ERR_OUTPUT_INIT, /* Error initializing output device. */
  147. FMOD_ERR_OUTPUT_NOHARDWARE, /* FMOD_HARDWARE was specified but the sound card does not have the resources necessary to play it. */
  148. FMOD_ERR_OUTPUT_NOSOFTWARE, /* Attempted to create a software sound but no software channels were specified in System::init. */
  149. FMOD_ERR_PAN, /* Panning only works with mono or stereo sound sources. */
  150. FMOD_ERR_PLUGIN, /* An unspecified error has been returned from a 3rd party plugin. */
  151. FMOD_ERR_PLUGIN_INSTANCES, /* The number of allowed instances of a plugin has been exceeded. */
  152. FMOD_ERR_PLUGIN_MISSING, /* A requested output, dsp unit type or codec was not available. */
  153. FMOD_ERR_PLUGIN_RESOURCE, /* A resource that the plugin requires cannot be found. (ie the DLS file for MIDI playback or other DLLs that it needs to load) */
  154. FMOD_ERR_PRELOADED, /* The specified sound is still in use by the event system, call EventSystem::unloadFSB before trying to release it. */
  155. FMOD_ERR_PROGRAMMERSOUND, /* The specified sound is still in use by the event system, wait for the event which is using it finish with it. */
  156. FMOD_ERR_RECORD, /* An error occured trying to initialize the recording device. */
  157. FMOD_ERR_REVERB_INSTANCE, /* Specified instance in FMOD_REVERB_PROPERTIES couldn't be set. Most likely because it is an invalid instance number or the reverb doesnt exist. */
  158. 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. */
  159. FMOD_ERR_SUBSOUND_CANTMOVE, /* Shared subsounds cannot be replaced or moved from their parent stream, such as when the parent stream is an FSB file. */
  160. FMOD_ERR_SUBSOUND_MODE, /* The subsound's mode bits do not match with the parent sound's mode bits. See documentation for function that it was called with. */
  161. FMOD_ERR_SUBSOUNDS, /* The error occured because the sound referenced contains subsounds when it shouldn't have, or it doesn't contain subsounds when it should have. The operation may also not be able to be performed on a parent sound, or a parent sound was played without setting up a sentence first. */
  162. FMOD_ERR_TAGNOTFOUND, /* The specified tag could not be found or there are no tags. */
  163. FMOD_ERR_TOOMANYCHANNELS, /* The sound created exceeds the allowable input channel count. This can be increased using the maxinputchannels parameter in System::setSoftwareFormat. */
  164. FMOD_ERR_UNIMPLEMENTED, /* Something in FMOD hasn't been implemented when it should be! contact support! */
  165. FMOD_ERR_UNINITIALIZED, /* This command failed because System::init or System::setDriver was not called. */
  166. FMOD_ERR_UNSUPPORTED, /* A command issued was not supported by this object. Possibly a plugin without certain callbacks specified. */
  167. FMOD_ERR_UPDATE, /* An error caused by System::update occured. */
  168. FMOD_ERR_VERSION, /* The version number of this file format is not supported. */
  169. FMOD_ERR_EVENT_FAILED, /* An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. */
  170. FMOD_ERR_EVENT_INFOONLY, /* Can't execute this command on an EVENT_INFOONLY event. */
  171. FMOD_ERR_EVENT_INTERNAL, /* An error occured that wasn't supposed to. See debug log for reason. */
  172. FMOD_ERR_EVENT_MAXSTREAMS, /* Event failed because 'Max streams' was hit when FMOD_EVENT_INIT_FAIL_ON_MAXSTREAMS was specified. */
  173. FMOD_ERR_EVENT_MISMATCH, /* FSB mismatches the FEV it was compiled with, the stream/sample mode it was meant to be created with was different, or the FEV was built for a different platform. */
  174. FMOD_ERR_EVENT_NAMECONFLICT, /* A category with the same name already exists. */
  175. FMOD_ERR_EVENT_NOTFOUND, /* The requested event, event group, event category or event property could not be found. */
  176. FMOD_ERR_EVENT_NEEDSSIMPLE, /* Tried to call a function on a complex event that's only supported by simple events. */
  177. FMOD_ERR_EVENT_GUIDCONFLICT, /* An event with the same GUID already exists. */
  178. FMOD_ERR_EVENT_ALREADY_LOADED, /* The specified project or bank has already been loaded. Having multiple copies of the same project loaded simultaneously is forbidden. */
  179. FMOD_ERR_MUSIC_UNINITIALIZED, /* Music system is not initialized probably because no music data is loaded. */
  180. FMOD_ERR_MUSIC_NOTFOUND, /* The requested music entity could not be found. */
  181. FMOD_ERR_MUSIC_NOCALLBACK, /* The music callback is required, but it has not been set. */
  182. FMOD_RESULT_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
  183. } FMOD_RESULT;
  184. /*$ fmod result end $*/
  185. /*
  186. [STRUCTURE]
  187. [
  188. [DESCRIPTION]
  189. Structure describing a point in 3D space.
  190. [REMARKS]
  191. FMOD uses a left handed co-ordinate system by default.<br>
  192. To use a right handed co-ordinate system specify FMOD_INIT_3D_RIGHTHANDED from FMOD_INITFLAGS in System::init.
  193. [PLATFORMS]
  194. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  195. [SEE_ALSO]
  196. System::set3DListenerAttributes
  197. System::get3DListenerAttributes
  198. Channel::set3DAttributes
  199. Channel::get3DAttributes
  200. Channel::set3DCustomRolloff
  201. Channel::get3DCustomRolloff
  202. Sound::set3DCustomRolloff
  203. Sound::get3DCustomRolloff
  204. Geometry::addPolygon
  205. Geometry::setPolygonVertex
  206. Geometry::getPolygonVertex
  207. Geometry::setRotation
  208. Geometry::getRotation
  209. Geometry::setPosition
  210. Geometry::getPosition
  211. Geometry::setScale
  212. Geometry::getScale
  213. FMOD_INITFLAGS
  214. ]
  215. */
  216. typedef struct
  217. {
  218. float x; /* X co-ordinate in 3D space. */
  219. float y; /* Y co-ordinate in 3D space. */
  220. float z; /* Z co-ordinate in 3D space. */
  221. } FMOD_VECTOR;
  222. /*
  223. [STRUCTURE]
  224. [
  225. [DESCRIPTION]
  226. Structure describing a globally unique identifier.
  227. [REMARKS]
  228. [PLATFORMS]
  229. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  230. [SEE_ALSO]
  231. System::getDriverInfo
  232. ]
  233. */
  234. typedef struct
  235. {
  236. unsigned int Data1; /* Specifies the first 8 hexadecimal digits of the GUID */
  237. unsigned short Data2; /* Specifies the first group of 4 hexadecimal digits. */
  238. unsigned short Data3; /* Specifies the second group of 4 hexadecimal digits. */
  239. unsigned char Data4[8]; /* Array of 8 bytes. The first 2 bytes contain the third group of 4 hexadecimal digits. The remaining 6 bytes contain the final 12 hexadecimal digits. */
  240. } FMOD_GUID;
  241. /*
  242. [STRUCTURE]
  243. [
  244. [DESCRIPTION]
  245. Structure that is passed into FMOD_FILE_ASYNCREADCALLBACK. Use the information in this structure to perform
  246. [REMARKS]
  247. Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.<br>
  248. Members marked with [w] mean the variable can be written to. The user can set the value.<br>
  249. <br>
  250. Instructions: write to 'buffer', and 'bytesread' <b>BEFORE</b> setting 'result'.<br>
  251. As soon as result is set, FMOD will asynchronously continue internally using the data provided in this structure.<br>
  252. <br>
  253. Set 'result' to the result expected from a normal file read callback.<br>
  254. If the read was successful, set it to FMOD_OK.<br>
  255. If it read some data but hit the end of the file, set it to FMOD_ERR_FILE_EOF.<br>
  256. If a bad error occurred, return FMOD_ERR_FILE_BAD<br>
  257. If a disk was ejected, return FMOD_ERR_FILE_DISKEJECTED.<br>
  258. [PLATFORMS]
  259. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  260. [SEE_ALSO]
  261. FMOD_FILE_ASYNCREADCALLBACK
  262. FMOD_FILE_ASYNCCANCELCALLBACK
  263. ]
  264. */
  265. struct FMOD_ASYNCREADINFO
  266. {
  267. void *handle; /* [r] The file handle that was filled out in the open callback. */
  268. unsigned int offset; /* [r] Seek position, make sure you read from this file offset. */
  269. unsigned int sizebytes; /* [r] how many bytes requested for read. */
  270. int priority; /* [r] 0 = low importance. 100 = extremely important (ie 'must read now or stuttering may occur') */
  271. void *buffer; /* [w] Buffer to read file data into. */
  272. unsigned int bytesread; /* [w] Fill this in before setting result code to tell FMOD how many bytes were read. */
  273. FMOD_RESULT result; /* [r/w] Result code, FMOD_OK tells the system it is ready to consume the data. Set this last! Default value = FMOD_ERR_NOTREADY. */
  274. void *userdata; /* [r] User data pointer. */
  275. const void (*done)(FMOD_ASYNCREADINFO *info, FMOD_RESULT result); /* FMOD file system wake up function. Use instead of 'result' with FMOD_INIT_ASYNCREAD_FAST to get semaphore based performance improvement. Call this when user file read is finished. Pass result of file read as a parameter. */
  276. };
  277. /*
  278. [ENUM]
  279. [
  280. [DESCRIPTION]
  281. These output types are used with System::setOutput / System::getOutput, to choose which output method to use.
  282. [REMARKS]
  283. To pass information to the driver when initializing fmod use the extradriverdata parameter in System::init for the following reasons.<br>
  284. <li>FMOD_OUTPUTTYPE_WAVWRITER - extradriverdata is a pointer to a char * filename that the wav writer will output to.
  285. <li>FMOD_OUTPUTTYPE_WAVWRITER_NRT - extradriverdata is a pointer to a char * filename that the wav writer will output to.
  286. <li>FMOD_OUTPUTTYPE_DSOUND - extradriverdata is a pointer to a HWND so that FMOD can set the focus on the audio for a particular window.
  287. <li>FMOD_OUTPUTTYPE_PS3 - extradriverdata is a pointer to a FMOD_PS3_EXTRADRIVERDATA struct. This can be found in fmodps3.h.
  288. <li>FMOD_OUTPUTTYPE_GC - extradriverdata is a pointer to a FMOD_GC_INFO struct. This can be found in fmodgc.h.
  289. <li>FMOD_OUTPUTTYPE_WII - extradriverdata is a pointer to a FMOD_WII_INFO struct. This can be found in fmodwii.h.
  290. <li>FMOD_OUTPUTTYPE_ALSA - extradriverdata is a pointer to a FMOD_LINUX_EXTRADRIVERDATA struct. This can be found in fmodlinux.h.<br>
  291. <li>FMOD_OUTPUTTYPE_PULSEAUDIO - extradriverdata is a const char * representing the name of the application to appear in PulseAudio mixer GUIs.<br>
  292. <br>
  293. Currently these are the only FMOD drivers that take extra information. Other unknown plugins may have different requirements.
  294. <br><br>
  295. Note! If FMOD_OUTPUTTYPE_WAVWRITER_NRT or FMOD_OUTPUTTYPE_NOSOUND_NRT are used, and if the System::update function is being called
  296. very quickly (ie for a non realtime decode) it may be being called too quickly for the FMOD streamer thread to respond to.
  297. The result will be a skipping/stuttering output in the captured audio.<br>
  298. <br>
  299. To remedy this, disable the FMOD Ex streamer thread, and use FMOD_INIT_STREAM_FROM_UPDATE to avoid skipping in the output stream,
  300. as it will lock the mixer and the streamer together in the same thread.
  301. [PLATFORMS]
  302. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  303. [SEE_ALSO]
  304. System::setOutput
  305. System::getOutput
  306. System::setSoftwareFormat
  307. System::getSoftwareFormat
  308. System::init
  309. System::update
  310. FMOD_INITFLAGS
  311. ]
  312. */
  313. typedef enum
  314. {
  315. FMOD_OUTPUTTYPE_AUTODETECT, /* Picks the best output mode for the platform. This is the default. */
  316. FMOD_OUTPUTTYPE_UNKNOWN, /* All - 3rd party plugin, unknown. This is for use with System::getOutput only. */
  317. FMOD_OUTPUTTYPE_NOSOUND, /* All - All calls in this mode succeed but make no sound. */
  318. 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. */
  319. FMOD_OUTPUTTYPE_NOSOUND_NRT, /* All - Non-realtime version of FMOD_OUTPUTTYPE_NOSOUND. User can drive mixer with System::update at whatever rate they want. */
  320. FMOD_OUTPUTTYPE_WAVWRITER_NRT, /* All - Non-realtime version of FMOD_OUTPUTTYPE_WAVWRITER. User can drive mixer with System::update at whatever rate they want. */
  321. FMOD_OUTPUTTYPE_DSOUND, /* Win32/Win64 - DirectSound output. (Default on Windows XP and below) */
  322. FMOD_OUTPUTTYPE_WINMM, /* Win32/Win64 - Windows Multimedia output. */
  323. FMOD_OUTPUTTYPE_WASAPI, /* Win32 - Windows Audio Session API. (Default on Windows Vista and above) */
  324. FMOD_OUTPUTTYPE_ASIO, /* Win32 - Low latency ASIO 2.0 driver. */
  325. FMOD_OUTPUTTYPE_OSS, /* Linux/Linux64 - Open Sound System output. (Default on Linux, third preference) */
  326. FMOD_OUTPUTTYPE_ALSA, /* Linux/Linux64 - Advanced Linux Sound Architecture output. (Default on Linux, second preference if available) */
  327. FMOD_OUTPUTTYPE_ESD, /* Linux/Linux64 - Enlightment Sound Daemon output. */
  328. FMOD_OUTPUTTYPE_PULSEAUDIO, /* Linux/Linux64 - PulseAudio output. (Default on Linux, first preference if available) */
  329. FMOD_OUTPUTTYPE_COREAUDIO, /* Mac - Macintosh CoreAudio output. (Default on Mac) */
  330. FMOD_OUTPUTTYPE_XBOX360, /* Xbox 360 - Native Xbox360 output. (Default on Xbox 360) */
  331. FMOD_OUTPUTTYPE_PSP, /* PSP - Native PSP output. (Default on PSP) */
  332. FMOD_OUTPUTTYPE_PS3, /* PS3 - Native PS3 output. (Default on PS3) */
  333. FMOD_OUTPUTTYPE_NGP, /* NGP - Native NGP output. (Default on NGP) */
  334. FMOD_OUTPUTTYPE_WII, /* Wii - Native Wii output. (Default on Wii) */
  335. FMOD_OUTPUTTYPE_3DS, /* 3DS - Native 3DS output (Default on 3DS) */
  336. FMOD_OUTPUTTYPE_AUDIOTRACK, /* Android - Java Audio Track output. (Default on Android 2.2 and below) */
  337. FMOD_OUTPUTTYPE_OPENSL, /* Android - OpenSL ES output. (Default on Android 2.3 and above) */
  338. FMOD_OUTPUTTYPE_NACL, /* Native Client - Native Client output. (Default on Native Client) */
  339. FMOD_OUTPUTTYPE_WIIU, /* Wii U - Native Wii U output. (Default on Wii U) */
  340. FMOD_OUTPUTTYPE_ASOUND, /* BlackBerry - Native BlackBerry asound output. (Default on BlackBerry) */
  341. FMOD_OUTPUTTYPE_AUDIOOUT, /* Orbis - Audio Out output. (Default on Orbis) */
  342. FMOD_OUTPUTTYPE_XAUDIO, /* Durango - XAudio2 output. */
  343. FMOD_OUTPUTTYPE_MAX, /* Maximum number of output types supported. */
  344. FMOD_OUTPUTTYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
  345. } FMOD_OUTPUTTYPE;
  346. /*
  347. [DEFINE]
  348. [
  349. [NAME]
  350. FMOD_CAPS
  351. [DESCRIPTION]
  352. Bit fields to use with System::getDriverCaps to determine the capabilities of a card / output device.
  353. [REMARKS]
  354. It is important to check FMOD_CAPS_HARDWARE_EMULATED on windows machines, to then adjust System::setDSPBufferSize to (1024, 10) to compensate for the higher latency.
  355. [PLATFORMS]
  356. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  357. [SEE_ALSO]
  358. System::getDriverCaps
  359. System::setDSPBufferSize
  360. ]
  361. */
  362. #define FMOD_CAPS_NONE 0x00000000 /* Device has no special capabilities. */
  363. #define FMOD_CAPS_HARDWARE 0x00000001 /* Device supports hardware mixing. */
  364. #define FMOD_CAPS_HARDWARE_EMULATED 0x00000002 /* User has device set to 'Hardware acceleration = off' in control panel, and now extra 200ms latency is incurred. */
  365. #define FMOD_CAPS_OUTPUT_MULTICHANNEL 0x00000004 /* Device can do multichannel output, ie greater than 2 channels. */
  366. #define FMOD_CAPS_OUTPUT_FORMAT_PCM8 0x00000008 /* Device can output to 8bit integer PCM. */
  367. #define FMOD_CAPS_OUTPUT_FORMAT_PCM16 0x00000010 /* Device can output to 16bit integer PCM. */
  368. #define FMOD_CAPS_OUTPUT_FORMAT_PCM24 0x00000020 /* Device can output to 24bit integer PCM. */
  369. #define FMOD_CAPS_OUTPUT_FORMAT_PCM32 0x00000040 /* Device can output to 32bit integer PCM. */
  370. #define FMOD_CAPS_OUTPUT_FORMAT_PCMFLOAT 0x00000080 /* Device can output to 32bit floating point PCM. */
  371. #define FMOD_CAPS_REVERB_LIMITED 0x00002000 /* Device supports some form of limited hardware reverb, maybe parameterless and only selectable by environment. */
  372. #define FMOD_CAPS_LOOPBACK 0x00004000 /* Device is a loopback recording device */
  373. /* [DEFINE_END] */
  374. /*
  375. [DEFINE]
  376. [
  377. [NAME]
  378. FMOD_DEBUGLEVEL
  379. [DESCRIPTION]
  380. 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).
  381. [REMARKS]
  382. [PLATFORMS]
  383. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  384. [SEE_ALSO]
  385. Debug_SetLevel
  386. Debug_GetLevel
  387. ]
  388. */
  389. #define FMOD_DEBUG_LEVEL_NONE 0x00000000
  390. #define FMOD_DEBUG_LEVEL_LOG 0x00000001 /* Will display generic logging messages. */
  391. #define FMOD_DEBUG_LEVEL_ERROR 0x00000002 /* Will display errors. */
  392. #define FMOD_DEBUG_LEVEL_WARNING 0x00000004 /* Will display warnings that are not fatal. */
  393. #define FMOD_DEBUG_LEVEL_HINT 0x00000008 /* Will hint to you if there is something possibly better you could be doing. */
  394. #define FMOD_DEBUG_LEVEL_ALL 0x000000FF
  395. #define FMOD_DEBUG_TYPE_MEMORY 0x00000100 /* Show FMOD memory related logging messages. */
  396. #define FMOD_DEBUG_TYPE_THREAD 0x00000200 /* Show FMOD thread related logging messages. */
  397. #define FMOD_DEBUG_TYPE_FILE 0x00000400 /* Show FMOD file system related logging messages. */
  398. #define FMOD_DEBUG_TYPE_NET 0x00000800 /* Show FMOD network related logging messages. */
  399. #define FMOD_DEBUG_TYPE_EVENT 0x00001000 /* Show FMOD Event related logging messages. */
  400. #define FMOD_DEBUG_TYPE_ALL 0x0000FFFF
  401. #define FMOD_DEBUG_DISPLAY_TIMESTAMPS 0x01000000 /* Display the timestamp of the log entry in milliseconds. */
  402. #define FMOD_DEBUG_DISPLAY_LINENUMBERS 0x02000000 /* Display the FMOD Ex source code line numbers, for debugging purposes. */
  403. #define FMOD_DEBUG_DISPLAY_COMPRESS 0x04000000 /* If a message is repeated more than 5 times it will stop displaying it and instead display the number of times the message was logged. */
  404. #define FMOD_DEBUG_DISPLAY_THREAD 0x08000000 /* Display the thread ID of the calling function that caused this log entry to appear. */
  405. #define FMOD_DEBUG_DISPLAY_ALL 0x0F000000
  406. #define FMOD_DEBUG_ALL 0xFFFFFFFF
  407. /* [DEFINE_END] */
  408. /*
  409. [DEFINE]
  410. [
  411. [NAME]
  412. FMOD_MEMORY_TYPE
  413. [DESCRIPTION]
  414. Bit fields for memory allocation type being passed into FMOD memory callbacks.
  415. [REMARKS]
  416. Remember this is a bitfield. You may get more than 1 bit set (ie physical + persistent) so do not simply switch on the types! You must check each bit individually or clear out the bits that you do not want within the callback.<br>
  417. Bits can be excluded if you want during Memory_Initialize so that you never get them.
  418. [PLATFORMS]
  419. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  420. [SEE_ALSO]
  421. FMOD_MEMORY_ALLOCCALLBACK
  422. FMOD_MEMORY_REALLOCCALLBACK
  423. FMOD_MEMORY_FREECALLBACK
  424. Memory_Initialize
  425. ]
  426. */
  427. #define FMOD_MEMORY_NORMAL 0x00000000 /* Standard memory. */
  428. #define FMOD_MEMORY_STREAM_FILE 0x00000001 /* Stream file buffer, size controllable with System::setStreamBufferSize. */
  429. #define FMOD_MEMORY_STREAM_DECODE 0x00000002 /* Stream decode buffer, size controllable with FMOD_CREATESOUNDEXINFO::decodebuffersize. */
  430. #define FMOD_MEMORY_SAMPLEDATA 0x00000004 /* Sample data buffer. Raw audio data, usually PCM/MPEG/ADPCM/XMA data. */
  431. #define FMOD_MEMORY_DSP_OUTPUTBUFFER 0x00000008 /* DSP memory block allocated when more than 1 output exists on a DSP node. */
  432. #define FMOD_MEMORY_XBOX360_PHYSICAL 0x00100000 /* Requires XPhysicalAlloc / XPhysicalFree. */
  433. #define FMOD_MEMORY_PERSISTENT 0x00200000 /* Persistent memory. Memory will be freed when System::release is called. */
  434. #define FMOD_MEMORY_SECONDARY 0x00400000 /* Secondary memory. Allocation should be in secondary memory. For example RSX on the PS3. */
  435. #define FMOD_MEMORY_ALL 0xFFFFFFFF
  436. /* [DEFINE_END] */
  437. /*
  438. [ENUM]
  439. [
  440. [DESCRIPTION]
  441. These are speaker types defined for use with the System::setSpeakerMode or System::getSpeakerMode command.
  442. [REMARKS]
  443. These are important notes on speaker modes in regards to sounds created with FMOD_SOFTWARE.<br>
  444. Note below the phrase 'sound channels' is used. These are the subchannels inside a sound, they are not related and
  445. have nothing to do with the FMOD class "Channel".<br>
  446. 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".<br>
  447. <br>
  448. FMOD_SPEAKERMODE_RAW<br>
  449. ---------------------<br>
  450. This mode is for output devices that are not specifically mono/stereo/quad/surround/5.1 or 7.1, but are multichannel.<br>
  451. Use System::setSoftwareFormat to specify the number of speakers you want to address, otherwise it will default to 2 (stereo).<br>
  452. Sound channels map to speakers sequentially, so a mono sound maps to output speaker 0, stereo sound maps to output speaker 0 & 1.<br>
  453. The user assumes knowledge of the speaker order. FMOD_SPEAKER enumerations may not apply, so raw channel indices should be used.<br>
  454. Multichannel sounds map input channels to output channels 1:1. <br>
  455. Channel::setPan and Channel::setSpeakerMix do not work.<br>
  456. Speaker levels must be manually set with Channel::setSpeakerLevels.<br>
  457. <br>
  458. FMOD_SPEAKERMODE_MONO<br>
  459. ---------------------<br>
  460. This mode is for a 1 speaker arrangement.<br>
  461. Panning does not work in this speaker mode.<br>
  462. Mono, stereo and multichannel sounds have each sound channel played on the one speaker unity.<br>
  463. Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.<br>
  464. Channel::setSpeakerMix does not work.<br>
  465. <br>
  466. FMOD_SPEAKERMODE_STEREO<br>
  467. -----------------------<br>
  468. This mode is for 2 speaker arrangements that have a left and right speaker.<br>
  469. <li>Mono sounds default to an even distribution between left and right. They can be panned with Channel::setPan.<br>
  470. <li>Stereo sounds default to the middle, or full left in the left speaker and full right in the right speaker.
  471. <li>They can be cross faded with Channel::setPan.<br>
  472. <li>Multichannel sounds have each sound channel played on each speaker at unity.<br>
  473. <li>Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.<br>
  474. <li>Channel::setSpeakerMix works but only front left and right parameters are used, the rest are ignored.<br>
  475. <br>
  476. FMOD_SPEAKERMODE_QUAD<br>
  477. ------------------------<br>
  478. This mode is for 4 speaker arrangements that have a front left, front right, rear left and a rear right speaker.<br>
  479. <li>Mono sounds default to an even distribution between front left and front right. They can be panned with Channel::setPan.<br>
  480. <li>Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.<br>
  481. <li>They can be cross faded with Channel::setPan.<br>
  482. <li>Multichannel sounds default to all of their sound channels being played on each speaker in order of input.<br>
  483. <li>Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.<br>
  484. <li>Channel::setSpeakerMix works but side left, side right, center and lfe are ignored.<br>
  485. <br>
  486. FMOD_SPEAKERMODE_SURROUND<br>
  487. ------------------------<br>
  488. This mode is for 5 speaker arrangements that have a left/right/center/rear left/rear right.<br>
  489. <li>Mono sounds default to the center speaker. They can be panned with Channel::setPan.<br>
  490. <li>Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.
  491. <li>They can be cross faded with Channel::setPan.<br>
  492. <li>Multichannel sounds default to all of their sound channels being played on each speaker in order of input.
  493. <li>Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.<br>
  494. <li>Channel::setSpeakerMix works but side left / side right are ignored.<br>
  495. <br>
  496. FMOD_SPEAKERMODE_5POINT1<br>
  497. ------------------------<br>
  498. This mode is for 5.1 speaker arrangements that have a left/right/center/rear left/rear right and a subwoofer speaker.<br>
  499. <li>Mono sounds default to the center speaker. They can be panned with Channel::setPan.<br>
  500. <li>Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.
  501. <li>They can be cross faded with Channel::setPan.<br>
  502. <li>Multichannel sounds default to all of their sound channels being played on each speaker in order of input.
  503. <li>Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.<br>
  504. <li>Channel::setSpeakerMix works but side left / side right are ignored.<br>
  505. <br>
  506. FMOD_SPEAKERMODE_7POINT1<br>
  507. ------------------------<br>
  508. This mode is for 7.1 speaker arrangements that have a left/right/center/rear left/rear right/side left/side right
  509. and a subwoofer speaker.<br>
  510. <li>Mono sounds default to the center speaker. They can be panned with Channel::setPan.<br>
  511. <li>Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.
  512. <li>They can be cross faded with Channel::setPan.<br>
  513. <li>Multichannel sounds default to all of their sound channels being played on each speaker in order of input.
  514. <li>Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.<br>
  515. <li>Channel::setSpeakerMix works and every parameter is used to set the balance of a sound in any speaker.<br>
  516. <br>
  517. FMOD_SPEAKERMODE_SRS5_1_MATRIX<br>
  518. ------------------------------------------------------<br>
  519. This mode is for mono, stereo, 5.1 and 6.1 speaker arrangements, as it is backwards and forwards compatible with
  520. stereo, but to get a surround effect a SRS 5.1, Prologic or Prologic 2 hardware decoder / amplifier is needed or
  521. a compatible SRS equipped device (e.g., laptop, TV, etc.) or accessory (e.g., headphone).<br>
  522. Pan behavior is the same as FMOD_SPEAKERMODE_5POINT1.<br>
  523. <br>
  524. If this function is called the numoutputchannels setting in System::setSoftwareFormat is overwritten.<br>
  525. <br>
  526. Output rate must be 44100, 48000 or 96000 for this to work otherwise FMOD_ERR_OUTPUT_INIT will be returned.<br>
  527. <br>
  528. FMOD_SPEAKERMODE_DOLBY5_1_MATRIX<br>
  529. ------------------------------------------------------<br>
  530. This mode is for 5.1 speaker arrangements using a stereo signal, to get a surround effect a Dolby Pro Logic II
  531. hardware decoder / amplifier is needed.<br>
  532. Pan behavior is the same as FMOD_SPEAKERMODE_5POINT1.<br>
  533. <br>
  534. If this function is called the numoutputchannels setting in System::setSoftwareFormat is overwritten.<br>
  535. <br>
  536. Output rate must be 32000, 44100 or 48000 for this to work otherwise FMOD_ERR_OUTPUT_INIT will be returned.<br>
  537. <br>
  538. FMOD_SPEAKERMODE_MYEARS<br>
  539. ------------------------------------------------------<br>
  540. This mode is for headphones. This will attempt to load a MyEars profile (see myears.net.au) and use it to generate
  541. surround sound on headphones using a personalized HRTF algorithm, for realistic 3d sound.<br>
  542. Pan behavior is the same as FMOD_SPEAKERMODE_7POINT1.<br>
  543. MyEars speaker mode will automatically be set if the speakermode is FMOD_SPEAKERMODE_STEREO and the MyEars profile exists.<br>
  544. If this mode is set explicitly, FMOD_INIT_DISABLE_MYEARS_AUTODETECT has no effect.<br>
  545. If this mode is set explicitly and the MyEars profile does not exist, FMOD_ERR_OUTPUT_DRIVERCALL will be returned.
  546. [PLATFORMS]
  547. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  548. [SEE_ALSO]
  549. System::setSpeakerMode
  550. System::getSpeakerMode
  551. System::getDriverCaps
  552. System::setSoftwareFormat
  553. Channel::setSpeakerLevels
  554. ]
  555. */
  556. typedef enum
  557. {
  558. 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. */
  559. FMOD_SPEAKERMODE_MONO, /* The speakers are monaural. */
  560. FMOD_SPEAKERMODE_STEREO, /* The speakers are stereo (DEFAULT). */
  561. FMOD_SPEAKERMODE_QUAD, /* 4 speaker setup. This includes front left, front right, rear left, rear right. */
  562. FMOD_SPEAKERMODE_SURROUND, /* 5 speaker setup. This includes front left, front right, center, rear left, rear right. */
  563. FMOD_SPEAKERMODE_5POINT1, /* 5.1 speaker setup. This includes front left, front right, center, rear left, rear right and a subwoofer. */
  564. 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. */
  565. FMOD_SPEAKERMODE_SRS5_1_MATRIX, /* Stereo compatible output, embedded with surround information. SRS 5.1/Prologic/Prologic2 decoders will split the signal into a 5.1 speaker set-up or SRS virtual surround will decode into a 2-speaker/headphone setup. See remarks about limitations.*/
  566. FMOD_SPEAKERMODE_DOLBY5_1_MATRIX, /* Stereo compatible output, embedded with surround information. Dolby Pro Logic II decoders will split the signal into a 5.1 speaker set-up. */
  567. FMOD_SPEAKERMODE_MYEARS, /* Stereo output, but data is encoded using personalized HRTF algorithms. See myears.net.au */
  568. FMOD_SPEAKERMODE_MAX, /* Maximum number of speaker modes supported. */
  569. FMOD_SPEAKERMODE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
  570. } FMOD_SPEAKERMODE;
  571. /*
  572. [ENUM]
  573. [
  574. [DESCRIPTION]
  575. These are speaker types defined for use with the Channel::setSpeakerLevels command.
  576. It can also be used for speaker placement in the System::set3DSpeakerPosition command.
  577. [REMARKS]
  578. If you are using FMOD_SPEAKERMODE_RAW and speaker assignments are meaningless, just cast a raw integer value to this type.<br>
  579. For example (FMOD_SPEAKER)7 would use the 7th speaker (also the same as FMOD_SPEAKER_SIDE_RIGHT).<br>
  580. Values higher than this can be used if an output system has more than 8 speaker types / output channels. 15 is the current maximum.<br>
  581. <br>
  582. NOTE: On Playstation 3 in 7.1, the extra 2 speakers are not side left/side right, they are 'surround back left'/'surround back right' which
  583. locate the speakers behind the listener instead of to the sides like on PC. FMOD_SPEAKER_SBL/FMOD_SPEAKER_SBR are provided to make it
  584. clearer what speaker is being addressed on that platform.
  585. [PLATFORMS]
  586. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  587. [SEE_ALSO]
  588. FMOD_SPEAKERMODE
  589. Channel::setSpeakerLevels
  590. Channel::getSpeakerLevels
  591. System::set3DSpeakerPosition
  592. System::get3DSpeakerPosition
  593. ]
  594. */
  595. typedef enum
  596. {
  597. FMOD_SPEAKER_FRONT_LEFT,
  598. FMOD_SPEAKER_FRONT_RIGHT,
  599. FMOD_SPEAKER_FRONT_CENTER,
  600. FMOD_SPEAKER_LOW_FREQUENCY,
  601. FMOD_SPEAKER_BACK_LEFT,
  602. FMOD_SPEAKER_BACK_RIGHT,
  603. FMOD_SPEAKER_SIDE_LEFT,
  604. FMOD_SPEAKER_SIDE_RIGHT,
  605. FMOD_SPEAKER_MAX, /* Maximum number of speaker types supported. */
  606. 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. */
  607. FMOD_SPEAKER_NULL = 65535, /* A non speaker. Use this with ASIO mapping to ignore a speaker. */
  608. FMOD_SPEAKER_SBL = FMOD_SPEAKER_SIDE_LEFT, /* For use with FMOD_SPEAKERMODE_7POINT1 on PS3 where the extra speakers are surround back inside of side speakers. */
  609. FMOD_SPEAKER_SBR = FMOD_SPEAKER_SIDE_RIGHT, /* For use with FMOD_SPEAKERMODE_7POINT1 on PS3 where the extra speakers are surround back inside of side speakers. */
  610. FMOD_SPEAKER_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
  611. } FMOD_SPEAKER;
  612. /*
  613. [ENUM]
  614. [
  615. [DESCRIPTION]
  616. These are plugin types defined for use with the System::getNumPlugins,
  617. System::getPluginInfo and System::unloadPlugin functions.
  618. [REMARKS]
  619. [PLATFORMS]
  620. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  621. [SEE_ALSO]
  622. System::getNumPlugins
  623. System::getPluginInfo
  624. System::unloadPlugin
  625. ]
  626. */
  627. typedef enum
  628. {
  629. FMOD_PLUGINTYPE_OUTPUT, /* The plugin type is an output module. FMOD mixed audio will play through one of these devices */
  630. FMOD_PLUGINTYPE_CODEC, /* The plugin type is a file format codec. FMOD will use these codecs to load file formats for playback. */
  631. 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. */
  632. FMOD_PLUGINTYPE_MAX, /* Maximum number of plugin types supported. */
  633. FMOD_PLUGINTYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
  634. } FMOD_PLUGINTYPE;
  635. /*
  636. [DEFINE]
  637. [
  638. [NAME]
  639. FMOD_INITFLAGS
  640. [DESCRIPTION]
  641. Initialization flags. Use them with System::init in the flags parameter to change various behavior.
  642. [REMARKS]
  643. Use System::setAdvancedSettings to adjust settings for some of the features that are enabled by these flags.
  644. [PLATFORMS]
  645. Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
  646. [SEE_ALSO]
  647. System::init
  648. System::update
  649. System::setAdvancedSettings
  650. Channel::set3DOcclusion
  651. ]
  652. */
  653. #define FMOD_INIT_NORMAL 0x00000000 /* All platforms - Initialize normally */
  654. #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. */
  655. #define FMOD_INIT_3D_RIGHTHANDED 0x00000002 /* All platforms - FMOD will treat +X as right, +Y as up and +Z as backwards (towards you). */
  656. #define FMOD_INIT_SOFTWARE_DISABLE 0x00000004 /* All platforms - Disable software mixer to save memory. Anything created with FMOD_SOFTWARE will fail and DSP will not work. */
  657. #define FMOD_INIT_OCCLUSION_LOWPASS 0x00000008 /* All platforms - All FMOD_SOFTWARE (and FMOD_HARDWARE on 3DS and NGP) 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. */
  658. #define FMOD_INIT_HRTF_LOWPASS 0x00000010 /* All platforms - All FMOD_SOFTWARE (and FMOD_HARDWARE on 3DS and NGP) with FMOD_3D based voices will add a software lowpass filter effect into the DSP chain which causes sounds to sound duller when the sound goes behind the listener. Use System::setAdvancedSettings to adjust cutoff frequency. */
  659. #define FMOD_INIT_DISTANCE_FILTERING 0x00000200 /* All platforms - All FMOD_SOFTWARE with FMOD_3D based voices will add a software lowpass and highpass filter effect into the DSP chain which will act as a distance-automated bandpass filter. Use System::setAdvancedSettings to adjust the center frequency. */
  660. #define FMOD_INIT_REVERB_PREALLOCBUFFERS 0x00000040 /* All platforms - FMOD Software reverb will preallocate enough buffers for reverb per channel, rather than allocating them and freeing them at runtime. */
  661. #define FMOD_INIT_ENABLE_PROFILE 0x00000020 /* All platforms - Enable TCP/IP based host which allows FMOD Designer or FMOD Profiler to connect to it, and view memory, CPU and the DSP network graph in real-time. */
  662. #define FMOD_INIT_VOL0_BECOMES_VIRTUAL 0x00000080 /* All platforms - Any sounds that are 0 volume will go virtual and not be processed except for having their positions updated virtually. Use System::setAdvancedSettings to adjust what volume besides zero to switch to virtual at. */
  663. #define FMOD_INIT_WASAPI_EXCLUSIVE 0x00000100 /* Win32 Vista only - for WASAPI output - Enable exclusive access to hardware, lower latency at the expense of excluding other applications from accessing the audio hardware. */
  664. #define FMOD_INIT_PS3_PREFERDTS 0x00800000 /* PS3 only - Prefer DTS over Dolby Digital if both are supported. Note: 8 and 6 channel LPCM is always preferred over both DTS and Dolby Digital. */
  665. #define FMOD_INIT_PS3_FORCE2CHLPCM 0x01000000 /* PS3 only - Force PS3 system output mode to 2 channel LPCM. */
  666. #define FMOD_INIT_DISABLEDOLBY 0x00100000 /* Wii / 3DS - Disable Dolby Pro Logic surround. Speakermode will be set to STEREO even if user has selected surround in the system settings. */
  667. #define FMOD_INIT_SYSTEM_MUSICMUTENOTPAUSE 0x00200000 /* Xbox 360 / PS3 - The "music" channelgroup which by default pauses when custom 360 dashboard / PS3 BGM music is played, can be changed to mute (therefore continues playing) instead of pausing, by using this flag. */
  668. #define FMOD_INIT_SYNCMIXERWITHUPDATE 0x00400000 /* Win32/Wii/PS3/Xbox/Xbox 360 - FMOD Mixer thread is woken up to do a mix when System::update is called rather than waking periodically on its own timer. */
  669. #define FMOD_INIT_GEOMETRY_USECLOSEST 0x04000000 /* All platforms - With the geometry engine, only process the closest polygon rather than accumulating all polygons the sound to listener line intersects. */
  670. #define FMOD_INIT_DISABLE_MYEARS_AUTODETECT 0x08000000 /* Win32 - Disables automatic setting of FMOD_SPEAKERMODE_STEREO to FMOD_SPEAKERMODE_MYEARS if the MyEars profile exists on the PC. MyEars is HRTF 7.1 downmixing through headphones. */
  671. #define FMOD_INIT_PS3_DISABLEDTS 0x10000000 /* PS3 only - Disable DTS output mode selection */
  672. #define FMOD_INIT_PS3_DISABLEDOLBYDIGITAL 0x20000000 /* PS3 only - Disable Dolby Digital output mode selection */
  673. #define FMOD_INIT_7POINT1_DOLBYMAPPING 0x40000000 /* PS3/PS4 only - FMOD uses the WAVEFORMATEX Microsoft 7.1 speaker mapping where the last 2 pairs of speakers are 'rears' then 'sides'…