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fmod.h
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fmod.h
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/* ========================================================================================== */
/* FMOD Main header file. Copyright (c), Firelight Technologies Pty, Ltd. 1999-2004. */
/* ========================================================================================== */
#ifndef _FMOD_H_
#define _FMOD_H_
/* ========================================================================================== */
/* DEFINITIONS */
/* ========================================================================================== */
#if (!defined(WIN32) && !defined(_WIN32) && !defined(__WIN32__) && !defined(_WIN64) && !defined(_WIN32_WCE) && !defined(_XBOX)) || (defined(__GNUC__) && defined(WIN32))
#ifndef __cdecl
#define __cdecl
#endif
#ifndef __stdcall
#define __stdcall
#endif
#endif
#if defined(_WIN32_WCE)
#define F_API _cdecl
#define F_CALLBACKAPI _cdecl
#else
#define F_API __stdcall
#define F_CALLBACKAPI __stdcall
#endif
#ifdef DLL_EXPORTS
#define DLL_API __declspec(dllexport)
#else
#if defined(__LCC__) || defined(__MINGW32__) || defined(__CYGWIN32__)
#define DLL_API F_API
#else
#define DLL_API
#endif /* __LCC__ || __MINGW32__ || __CYGWIN32__ */
#endif /* DLL_EXPORTS */
#define FMOD_VERSION 3.73f
/*
FMOD defined types
*/
typedef struct FSOUND_SAMPLE FSOUND_SAMPLE;
typedef struct FSOUND_STREAM FSOUND_STREAM;
typedef struct FSOUND_DSPUNIT FSOUND_DSPUNIT;
typedef struct FSOUND_SYNCPOINT FSOUND_SYNCPOINT;
typedef struct FMUSIC_MODULE FMUSIC_MODULE;
/*
Callback types
*/
typedef void * (F_CALLBACKAPI *FSOUND_OPENCALLBACK) (const char *name);
typedef void (F_CALLBACKAPI *FSOUND_CLOSECALLBACK) (void *handle);
typedef int (F_CALLBACKAPI *FSOUND_READCALLBACK) (void *buffer, int size, void *handle);
typedef int (F_CALLBACKAPI *FSOUND_SEEKCALLBACK) (void *handle, int pos, signed char mode);
typedef int (F_CALLBACKAPI *FSOUND_TELLCALLBACK) (void *handle);
typedef void * (F_CALLBACKAPI *FSOUND_ALLOCCALLBACK) (unsigned int size);
typedef void * (F_CALLBACKAPI *FSOUND_REALLOCCALLBACK) (void *ptr, unsigned int size);
typedef void (F_CALLBACKAPI *FSOUND_FREECALLBACK) (void *ptr);
typedef void * (F_CALLBACKAPI *FSOUND_DSPCALLBACK) (void *originalbuffer, void *newbuffer, int length, void *userdata);
typedef signed char (F_CALLBACKAPI *FSOUND_STREAMCALLBACK) (FSOUND_STREAM *stream, void *buff, int len, void *userdata);
typedef signed char (F_CALLBACKAPI *FSOUND_METADATACALLBACK)(char *name, char *value, void *userdata);
typedef void (F_CALLBACKAPI *FMUSIC_CALLBACK) (FMUSIC_MODULE *mod, unsigned char param);
/*
[ENUM]
[
[DESCRIPTION]
On failure of commands in FMOD, use FSOUND_GetError to attain what happened.
[SEE_ALSO]
FSOUND_GetError
]
*/
enum FMOD_ERRORS
{
FMOD_ERR_NONE, /* No errors */
FMOD_ERR_BUSY, /* Cannot call this command after FSOUND_Init. Call FSOUND_Close first. */
FMOD_ERR_UNINITIALIZED, /* This command failed because FSOUND_Init or FSOUND_SetOutput was not called */
FMOD_ERR_INIT, /* Error initializing output device. */
FMOD_ERR_ALLOCATED, /* Error initializing output device, but more specifically, the output device is already in use and cannot be reused. */
FMOD_ERR_PLAY, /* Playing the sound failed. */
FMOD_ERR_OUTPUT_FORMAT, /* Soundcard does not support the features needed for this soundsystem (16bit stereo output) */
FMOD_ERR_COOPERATIVELEVEL, /* Error setting cooperative level for hardware. */
FMOD_ERR_CREATEBUFFER, /* Error creating hardware sound buffer. */
FMOD_ERR_FILE_NOTFOUND, /* File not found */
FMOD_ERR_FILE_FORMAT, /* Unknown file format */
FMOD_ERR_FILE_BAD, /* Error loading file */
FMOD_ERR_MEMORY, /* Not enough memory or resources */
FMOD_ERR_VERSION, /* The version number of this file format is not supported */
FMOD_ERR_INVALID_PARAM, /* An invalid parameter was passed to this function */
FMOD_ERR_NO_EAX, /* Tried to use an EAX command on a non EAX enabled channel or output. */
FMOD_ERR_CHANNEL_ALLOC, /* Failed to allocate a new channel */
FMOD_ERR_RECORD, /* Recording is not supported on this machine */
FMOD_ERR_MEDIAPLAYER, /* Windows Media Player not installed so cannot play wma or use internet streaming. */
FMOD_ERR_CDDEVICE /* An error occured trying to open the specified CD device */
};
/*
[ENUM]
[
[DESCRIPTION]
These output types are used with FSOUND_SetOutput, to choose which output driver to use.
FSOUND_OUTPUT_DSOUND will not support hardware 3d acceleration if the sound card driver
does not support DirectX 6 Voice Manager Extensions.
FSOUND_OUTPUT_WINMM is recommended for NT and CE.
[SEE_ALSO]
FSOUND_SetOutput
FSOUND_GetOutput
]
*/
enum FSOUND_OUTPUTTYPES
{
FSOUND_OUTPUT_NOSOUND, /* NoSound driver, all calls to this succeed but do nothing. */
FSOUND_OUTPUT_WINMM, /* Windows Multimedia driver. */
FSOUND_OUTPUT_DSOUND, /* DirectSound driver. You need this to get EAX2 or EAX3 support, or FX api support. */
FSOUND_OUTPUT_A3D, /* A3D driver. */
FSOUND_OUTPUT_OSS, /* Linux/Unix OSS (Open Sound System) driver, i.e. the kernel sound drivers. */
FSOUND_OUTPUT_ESD, /* Linux/Unix ESD (Enlightment Sound Daemon) driver. */
FSOUND_OUTPUT_ALSA, /* Linux Alsa driver. */
FSOUND_OUTPUT_ASIO, /* Low latency ASIO driver */
FSOUND_OUTPUT_XBOX, /* Xbox driver */
FSOUND_OUTPUT_PS2, /* PlayStation 2 driver */
FSOUND_OUTPUT_MAC, /* Mac SoundManager driver */
FSOUND_OUTPUT_GC, /* Gamecube driver */
FSOUND_OUTPUT_NOSOUND_NONREALTIME /* This is the same as nosound, but the sound generation is driven by FSOUND_Update */
};
/*
[ENUM]
[
[DESCRIPTION]
These mixer types are used with FSOUND_SetMixer, to choose which mixer to use, or to act
upon for other reasons using FSOUND_GetMixer.
It is not nescessary to set the mixer. FMOD will autodetect the best mixer for you.
[SEE_ALSO]
FSOUND_SetMixer
FSOUND_GetMixer
]
*/
enum FSOUND_MIXERTYPES
{
FSOUND_MIXER_AUTODETECT, /* CE/PS2/GC Only - Non interpolating/low quality mixer. */
FSOUND_MIXER_BLENDMODE, /* Removed / obsolete. */
FSOUND_MIXER_MMXP5, /* Removed / obsolete. */
FSOUND_MIXER_MMXP6, /* Removed / obsolete. */
FSOUND_MIXER_QUALITY_AUTODETECT,/* All platforms - Autodetect the fastest quality mixer based on your cpu. */
FSOUND_MIXER_QUALITY_FPU, /* Win32/Linux only - Interpolating/volume ramping FPU mixer. */
FSOUND_MIXER_QUALITY_MMXP5, /* Win32/Linux only - Interpolating/volume ramping P5 MMX mixer. */
FSOUND_MIXER_QUALITY_MMXP6, /* Win32/Linux only - Interpolating/volume ramping ppro+ MMX mixer. */
FSOUND_MIXER_MONO, /* CE/PS2/GC only - MONO non interpolating/low quality mixer. For speed*/
FSOUND_MIXER_QUALITY_MONO, /* CE/PS2/GC only - MONO Interpolating mixer. For speed */
FSOUND_MIXER_MAX
};
/*
[ENUM]
[
[DESCRIPTION]
These definitions describe the type of song being played.
[SEE_ALSO]
FMUSIC_GetType
]
*/
enum FMUSIC_TYPES
{
FMUSIC_TYPE_NONE,
FMUSIC_TYPE_MOD, /* Protracker / Fasttracker */
FMUSIC_TYPE_S3M, /* ScreamTracker 3 */
FMUSIC_TYPE_XM, /* FastTracker 2 */
FMUSIC_TYPE_IT, /* Impulse Tracker. */
FMUSIC_TYPE_MIDI, /* MIDI file */
FMUSIC_TYPE_FSB /* FMOD Sample Bank file */
};
/*
[DEFINE_START]
[
[NAME]
FSOUND_DSP_PRIORITIES
[DESCRIPTION]
These default priorities are used by FMOD internal system DSP units. They describe the
position of the DSP chain, and the order of how audio processing is executed.
You can actually through the use of FSOUND_DSP_GetxxxUnit (where xxx is the name of the DSP
unit), disable or even change the priority of a DSP unit.
[SEE_ALSO]
FSOUND_DSP_Create
FSOUND_DSP_SetPriority
FSOUND_DSP_GetSpectrum
]
*/
#define FSOUND_DSP_DEFAULTPRIORITY_CLEARUNIT 0 /* DSP CLEAR unit - done first */
#define FSOUND_DSP_DEFAULTPRIORITY_SFXUNIT 100 /* DSP SFX unit - done second */
#define FSOUND_DSP_DEFAULTPRIORITY_MUSICUNIT 200 /* DSP MUSIC unit - done third */
#define FSOUND_DSP_DEFAULTPRIORITY_USER 300 /* User priority, use this as reference for your own DSP units */
#define FSOUND_DSP_DEFAULTPRIORITY_FFTUNIT 900 /* This reads data for FSOUND_DSP_GetSpectrum, so it comes after user units */
#define FSOUND_DSP_DEFAULTPRIORITY_CLIPANDCOPYUNIT 1000 /* DSP CLIP AND COPY unit - last */
/* [DEFINE_END] */
/*
[DEFINE_START]
[
[NAME]
FSOUND_CAPS
[DESCRIPTION]
Driver description bitfields. Use FSOUND_Driver_GetCaps to determine if a driver enumerated
has the settings you are after. The enumerated driver depends on the output mode, see
FSOUND_OUTPUTTYPES
[SEE_ALSO]
FSOUND_GetDriverCaps
FSOUND_OUTPUTTYPES
]
*/
#define FSOUND_CAPS_HARDWARE 0x1 /* This driver supports hardware accelerated 3d sound. */
#define FSOUND_CAPS_EAX2 0x2 /* This driver supports EAX 2 reverb */
#define FSOUND_CAPS_EAX3 0x10 /* This driver supports EAX 3 reverb */
/* [DEFINE_END] */
/*
[DEFINE_START]
[
[NAME]
FSOUND_MODES
[DESCRIPTION]
Sample description bitfields, OR them together for loading and describing samples.
NOTE. If the file format being loaded already has a defined format, such as WAV or MP3, then
trying to override the pre-defined format with a new set of format flags will not work. For
example, an 8 bit WAV file will not load as 16bit if you specify FSOUND_16BITS. It will just
ignore the flag and go ahead loading it as 8bits. For these type of formats the only flags
you can specify that will really alter the behaviour of how it is loaded, are the following.
---------
Looping behaviour - FSOUND_LOOP_OFF, FSOUND_LOOP_NORMAL, FSOUND_LOOP_BIDI
Load destination - FSOUND_HW3D, FSOUND_HW2D, FSOUND_2D
Loading behaviour - FSOUND_NONBLOCKING, FSOUND_LOADMEMORY, FSOUND_LOADRAW, FSOUND_MPEGACCURATE, FSOUND_MPEGHALFRATE, FSOUND_FORCEMONO
Playback behaviour - FSOUND_STREAMABLE, FSOUND_ENABLEFX
PlayStation 2 only - FSOUND_USECORE0, FSOUND_USECORE1, FSOUND_LOADMEMORYIOP
---------
See flag descriptions for what these do.
]
*/
#define FSOUND_LOOP_OFF 0x00000001 /* For non looping samples. */
#define FSOUND_LOOP_NORMAL 0x00000002 /* For forward looping samples. */
#define FSOUND_LOOP_BIDI 0x00000004 /* For bidirectional looping samples. (no effect if in hardware). */
#define FSOUND_8BITS 0x00000008 /* For 8 bit samples. */
#define FSOUND_16BITS 0x00000010 /* For 16 bit samples. */
#define FSOUND_MONO 0x00000020 /* For mono samples. */
#define FSOUND_STEREO 0x00000040 /* For stereo samples. */
#define FSOUND_UNSIGNED 0x00000080 /* For user created source data containing unsigned samples. */
#define FSOUND_SIGNED 0x00000100 /* For user created source data containing signed data. */
#define FSOUND_DELTA 0x00000200 /* For user created source data stored as delta values. */
#define FSOUND_IT214 0x00000400 /* For user created source data stored using IT214 compression. */
#define FSOUND_IT215 0x00000800 /* For user created source data stored using IT215 compression. */
#define FSOUND_HW3D 0x00001000 /* Attempts to make samples use 3d hardware acceleration. (if the card supports it) */
#define FSOUND_2D 0x00002000 /* Tells software (not hardware) based sample not to be included in 3d processing. */
#define FSOUND_STREAMABLE 0x00004000 /* For a streamimg sound where you feed the data to it. */
#define FSOUND_LOADMEMORY 0x00008000 /* "name" will be interpreted as a pointer to data for streaming and samples. */
#define FSOUND_LOADRAW 0x00010000 /* Will ignore file format and treat as raw pcm. */
#define FSOUND_MPEGACCURATE 0x00020000 /* For FSOUND_Stream_Open - for accurate FSOUND_Stream_GetLengthMs/FSOUND_Stream_SetTime. WARNING, see FSOUND_Stream_Open for inital opening time performance issues. */
#define FSOUND_FORCEMONO 0x00040000 /* For forcing stereo streams and samples to be mono - needed if using FSOUND_HW3D and stereo data - incurs a small speed hit for streams */
#define FSOUND_HW2D 0x00080000 /* 2D hardware sounds. allows hardware specific effects */
#define FSOUND_ENABLEFX 0x00100000 /* Allows DX8 FX to be played back on a sound. Requires DirectX 8 - Note these sounds cannot be played more than once, be 8 bit, be less than a certain size, or have a changing frequency */
#define FSOUND_MPEGHALFRATE 0x00200000 /* For FMODCE only - decodes mpeg streams using a lower quality decode, but faster execution */
#define FSOUND_IMAADPCM 0x00400000 /* Contents are stored compressed as IMA ADPCM */
#define FSOUND_VAG 0x00800000 /* For PS2 only - Contents are compressed as Sony VAG format */
#define FSOUND_NONBLOCKING 0x01000000 /* For FSOUND_Stream_Open/FMUSIC_LoadSong - Causes stream or music to open in the background and not block the foreground app. See FSOUND_Stream_GetOpenState or FMUSIC_GetOpenState to determine when it IS ready. */
#define FSOUND_GCADPCM 0x02000000 /* For Gamecube only - Contents are compressed as Gamecube DSP-ADPCM format */
#define FSOUND_MULTICHANNEL 0x04000000 /* For PS2 and Gamecube only - Contents are interleaved into a multi-channel (more than stereo) format */
#define FSOUND_USECORE0 0x08000000 /* For PS2 only - Sample/Stream is forced to use hardware voices 00-23 */
#define FSOUND_USECORE1 0x10000000 /* For PS2 only - Sample/Stream is forced to use hardware voices 24-47 */
#define FSOUND_LOADMEMORYIOP 0x20000000 /* For PS2 only - "name" will be interpreted as a pointer to data for streaming and samples. The address provided will be an IOP address */
#define FSOUND_IGNORETAGS 0x40000000 /* Skips id3v2 etc tag checks when opening a stream, to reduce seek/read overhead when opening files (helps with CD performance) */
#define FSOUND_STREAM_NET 0x80000000 /* Specifies an internet stream */
#define FSOUND_NORMAL (FSOUND_16BITS | FSOUND_SIGNED | FSOUND_MONO)
/* [DEFINE_END] */
/*
[DEFINE_START]
[
[NAME]
FSOUND_CDPLAYMODES
[DESCRIPTION]
Playback method for a CD Audio track, with FSOUND_CD_SetPlayMode
[SEE_ALSO]
FSOUND_CD_SetPlayMode
FSOUND_CD_Play
]
*/
#define FSOUND_CD_PLAYCONTINUOUS 0 /* Starts from the current track and plays to end of CD. */
#define FSOUND_CD_PLAYONCE 1 /* Plays the specified track then stops. */
#define FSOUND_CD_PLAYLOOPED 2 /* Plays the specified track looped, forever until stopped manually. */
#define FSOUND_CD_PLAYRANDOM 3 /* Plays tracks in random order */
/* [DEFINE_END] */
/*
[DEFINE_START]
[
[NAME]
FSOUND_MISC_VALUES
[DESCRIPTION]
Miscellaneous values for FMOD functions.
[SEE_ALSO]
FSOUND_PlaySound
FSOUND_PlaySoundEx
FSOUND_Sample_Alloc
FSOUND_Sample_Load
FSOUND_SetPan
]
*/
#define FSOUND_FREE -1 /* value to play on any free channel, or to allocate a sample in a free sample slot. */
#define FSOUND_UNMANAGED -2 /* value to allocate a sample that is NOT managed by FSOUND or placed in a sample slot. */
#define FSOUND_ALL -3 /* for a channel index , this flag will affect ALL channels available! Not supported by every function. */
#define FSOUND_STEREOPAN -1 /* value for FSOUND_SetPan so that stereo sounds are not played at half volume. See FSOUND_SetPan for more on this. */
#define FSOUND_SYSTEMCHANNEL -1000 /* special 'channel' ID for all channel based functions that want to alter the global FSOUND software mixing output channel */
#define FSOUND_SYSTEMSAMPLE -1000 /* special 'sample' ID for all sample based functions that want to alter the global FSOUND software mixing output sample */
/* [DEFINE_END] */
/*
[STRUCTURE]
[
[DESCRIPTION]
Structure defining a reverb environment.
For more indepth descriptions of the reverb properties under win32, please see the EAX2 and EAX3
documentation at http://developer.creative.com/ under the 'downloads' section.
If they do not have the EAX3 documentation, then most information can be attained from
the EAX2 documentation, as EAX3 only adds some more parameters and functionality on top of EAX2.
Note the default reverb properties are the same as the FSOUND_PRESET_GENERIC preset.
Note that integer values that typically range from -10,000 to 1000 are represented in decibels, and are of a logarithmic scale, not linear, wheras float values are typically linear.
PORTABILITY: Each member has the platform it supports in braces ie (win32/xbox).
Some reverb parameters are only supported in win32 and some only on xbox. If all parameters are set then the reverb should product a similar effect on either platform.
The numerical values listed below are the maximum, minimum and default values for each variable respectively.
[SEE_ALSO]
FSOUND_Reverb_SetProperties
FSOUND_Reverb_GetProperties
FSOUND_REVERB_PRESETS
FSOUND_REVERB_FLAGS
]
*/
typedef struct _FSOUND_REVERB_PROPERTIES /* MIN MAX DEFAULT DESCRIPTION */
{
unsigned int Environment; /* 0 , 25 , 0 , sets all listener properties (WIN32/PS2 only) */
float EnvSize; /* 1.0 , 100.0 , 7.5 , environment size in meters (WIN32 only) */
float EnvDiffusion; /* 0.0 , 1.0 , 1.0 , environment diffusion (WIN32/XBOX) */
int Room; /* -10000, 0 , -1000 , room effect level (at mid frequencies) (WIN32/XBOX/PS2) */
int RoomHF; /* -10000, 0 , -100 , relative room effect level at high frequencies (WIN32/XBOX) */
int RoomLF; /* -10000, 0 , 0 , relative room effect level at low frequencies (WIN32 only) */
float DecayTime; /* 0.1 , 20.0 , 1.49 , reverberation decay time at mid frequencies (WIN32/XBOX) */
float DecayHFRatio; /* 0.1 , 2.0 , 0.83 , high-frequency to mid-frequency decay time ratio (WIN32/XBOX) */
float DecayLFRatio; /* 0.1 , 2.0 , 1.0 , low-frequency to mid-frequency decay time ratio (WIN32 only) */
int Reflections; /* -10000, 1000 , -2602 , early reflections level relative to room effect (WIN32/XBOX) */
float ReflectionsDelay; /* 0.0 , 0.3 , 0.007 , initial reflection delay time (WIN32/XBOX) */
float ReflectionsPan[3]; /* , , [0,0,0], early reflections panning vector (WIN32 only) */
int Reverb; /* -10000, 2000 , 200 , late reverberation level relative to room effect (WIN32/XBOX) */
float ReverbDelay; /* 0.0 , 0.1 , 0.011 , late reverberation delay time relative to initial reflection (WIN32/XBOX) */
float ReverbPan[3]; /* , , [0,0,0], late reverberation panning vector (WIN32 only) */
float EchoTime; /* .075 , 0.25 , 0.25 , echo time (WIN32/PS2 only. PS2 = Delay time for ECHO/DELAY modes only) */
float EchoDepth; /* 0.0 , 1.0 , 0.0 , echo depth (WIN32/PS2 only. PS2 = Feedback level for ECHO mode only) */
float ModulationTime; /* 0.04 , 4.0 , 0.25 , modulation time (WIN32 only) */
float ModulationDepth; /* 0.0 , 1.0 , 0.0 , modulation depth (WIN32 only) */
float AirAbsorptionHF; /* -100 , 0.0 , -5.0 , change in level per meter at high frequencies (WIN32 only) */
float HFReference; /* 1000.0, 20000 , 5000.0 , reference high frequency (hz) (WIN32/XBOX) */
float LFReference; /* 20.0 , 1000.0, 250.0 , reference low frequency (hz) (WIN32 only) */
float RoomRolloffFactor; /* 0.0 , 10.0 , 0.0 , like FSOUND_3D_SetRolloffFactor but for room effect (WIN32/XBOX) */
float Diffusion; /* 0.0 , 100.0 , 100.0 , Value that controls the echo density in the late reverberation decay. (XBOX only) */
float Density; /* 0.0 , 100.0 , 100.0 , Value that controls the modal density in the late reverberation decay (XBOX only) */
unsigned int Flags; /* FSOUND_REVERB_FLAGS - modifies the behavior of above properties (WIN32/PS2 only) */
} FSOUND_REVERB_PROPERTIES;
/*
[DEFINE_START]
[
[NAME]
FSOUND_REVERB_FLAGS
[DESCRIPTION]
Values for the Flags member of the FSOUND_REVERB_PROPERTIES structure.
[SEE_ALSO]
FSOUND_REVERB_PROPERTIES
]
*/
#define FSOUND_REVERB_FLAGS_DECAYTIMESCALE 0x00000001 /* 'EnvSize' affects reverberation decay time */
#define FSOUND_REVERB_FLAGS_REFLECTIONSSCALE 0x00000002 /* 'EnvSize' affects reflection level */
#define FSOUND_REVERB_FLAGS_REFLECTIONSDELAYSCALE 0x00000004 /* 'EnvSize' affects initial reflection delay time */
#define FSOUND_REVERB_FLAGS_REVERBSCALE 0x00000008 /* 'EnvSize' affects reflections level */
#define FSOUND_REVERB_FLAGS_REVERBDELAYSCALE 0x00000010 /* 'EnvSize' affects late reverberation delay time */
#define FSOUND_REVERB_FLAGS_DECAYHFLIMIT 0x00000020 /* AirAbsorptionHF affects DecayHFRatio */
#define FSOUND_REVERB_FLAGS_ECHOTIMESCALE 0x00000040 /* 'EnvSize' affects echo time */
#define FSOUND_REVERB_FLAGS_MODULATIONTIMESCALE 0x00000080 /* 'EnvSize' affects modulation time */
#define FSOUND_REVERB_FLAGS_CORE0 0x00000100 /* PS2 Only - Reverb is applied to CORE0 (hw voices 0-23) */
#define FSOUND_REVERB_FLAGS_CORE1 0x00000200 /* PS2 Only - Reverb is applied to CORE1 (hw voices 24-47) */
#define FSOUND_REVERB_FLAGS_DEFAULT (FSOUND_REVERB_FLAGS_DECAYTIMESCALE | \
FSOUND_REVERB_FLAGS_REFLECTIONSSCALE | \
FSOUND_REVERB_FLAGS_REFLECTIONSDELAYSCALE | \
FSOUND_REVERB_FLAGS_REVERBSCALE | \
FSOUND_REVERB_FLAGS_REVERBDELAYSCALE | \
FSOUND_REVERB_FLAGS_DECAYHFLIMIT | \
FSOUND_REVERB_FLAGS_CORE0 | \
FSOUND_REVERB_FLAGS_CORE1 )
/* [DEFINE_END] */
/*
[DEFINE_START]
[
[NAME]
FSOUND_REVERB_PRESETS
[DESCRIPTION]
A set of predefined environment PARAMETERS, created by Creative Labs
These are used to initialize an FSOUND_REVERB_PROPERTIES structure statically.
ie
FSOUND_REVERB_PROPERTIES prop = FSOUND_PRESET_GENERIC;
[SEE_ALSO]
FSOUND_Reverb_SetProperties
]
*/
/* Env Size Diffus Room RoomHF RmLF DecTm DecHF DecLF Refl RefDel RefPan Revb RevDel ReverbPan EchoTm EchDp ModTm ModDp AirAbs HFRef LFRef RRlOff Diffus Densty FLAGS */
#define FSOUND_PRESET_OFF {0, 7.5f, 1.00f, -10000, -10000, 0, 1.00f, 1.00f, 1.0f, -2602, 0.007f, { 0.0f,0.0f,0.0f }, 200, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 0.0f, 0.0f, 0x33f }
#define FSOUND_PRESET_GENERIC {0, 7.5f, 1.00f, -1000, -100, 0, 1.49f, 0.83f, 1.0f, -2602, 0.007f, { 0.0f,0.0f,0.0f }, 200, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_PADDEDCELL {1, 1.4f, 1.00f, -1000, -6000, 0, 0.17f, 0.10f, 1.0f, -1204, 0.001f, { 0.0f,0.0f,0.0f }, 207, 0.002f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_ROOM {2, 1.9f, 1.00f, -1000, -454, 0, 0.40f, 0.83f, 1.0f, -1646, 0.002f, { 0.0f,0.0f,0.0f }, 53, 0.003f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_BATHROOM {3, 1.4f, 1.00f, -1000, -1200, 0, 1.49f, 0.54f, 1.0f, -370, 0.007f, { 0.0f,0.0f,0.0f }, 1030, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 60.0f, 0x3f }
#define FSOUND_PRESET_LIVINGROOM {4, 2.5f, 1.00f, -1000, -6000, 0, 0.50f, 0.10f, 1.0f, -1376, 0.003f, { 0.0f,0.0f,0.0f }, -1104, 0.004f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_STONEROOM {5, 11.6f, 1.00f, -1000, -300, 0, 2.31f, 0.64f, 1.0f, -711, 0.012f, { 0.0f,0.0f,0.0f }, 83, 0.017f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_AUDITORIUM {6, 21.6f, 1.00f, -1000, -476, 0, 4.32f, 0.59f, 1.0f, -789, 0.020f, { 0.0f,0.0f,0.0f }, -289, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_CONCERTHALL {7, 19.6f, 1.00f, -1000, -500, 0, 3.92f, 0.70f, 1.0f, -1230, 0.020f, { 0.0f,0.0f,0.0f }, -2, 0.029f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_CAVE {8, 14.6f, 1.00f, -1000, 0, 0, 2.91f, 1.30f, 1.0f, -602, 0.015f, { 0.0f,0.0f,0.0f }, -302, 0.022f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
#define FSOUND_PRESET_ARENA {9, 36.2f, 1.00f, -1000, -698, 0, 7.24f, 0.33f, 1.0f, -1166, 0.020f, { 0.0f,0.0f,0.0f }, 16, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_HANGAR {10, 50.3f, 1.00f, -1000, -1000, 0, 10.05f, 0.23f, 1.0f, -602, 0.020f, { 0.0f,0.0f,0.0f }, 198, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_CARPETTEDHALLWAY {11, 1.9f, 1.00f, -1000, -4000, 0, 0.30f, 0.10f, 1.0f, -1831, 0.002f, { 0.0f,0.0f,0.0f }, -1630, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_HALLWAY {12, 1.8f, 1.00f, -1000, -300, 0, 1.49f, 0.59f, 1.0f, -1219, 0.007f, { 0.0f,0.0f,0.0f }, 441, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_STONECORRIDOR {13, 13.5f, 1.00f, -1000, -237, 0, 2.70f, 0.79f, 1.0f, -1214, 0.013f, { 0.0f,0.0f,0.0f }, 395, 0.020f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_ALLEY {14, 7.5f, 0.30f, -1000, -270, 0, 1.49f, 0.86f, 1.0f, -1204, 0.007f, { 0.0f,0.0f,0.0f }, -4, 0.011f, { 0.0f,0.0f,0.0f }, 0.125f, 0.95f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_FOREST {15, 38.0f, 0.30f, -1000, -3300, 0, 1.49f, 0.54f, 1.0f, -2560, 0.162f, { 0.0f,0.0f,0.0f }, -229, 0.088f, { 0.0f,0.0f,0.0f }, 0.125f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 79.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_CITY {16, 7.5f, 0.50f, -1000, -800, 0, 1.49f, 0.67f, 1.0f, -2273, 0.007f, { 0.0f,0.0f,0.0f }, -1691, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 50.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_MOUNTAINS {17, 100.0f, 0.27f, -1000, -2500, 0, 1.49f, 0.21f, 1.0f, -2780, 0.300f, { 0.0f,0.0f,0.0f }, -1434, 0.100f, { 0.0f,0.0f,0.0f }, 0.250f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 27.0f, 100.0f, 0x1f }
#define FSOUND_PRESET_QUARRY {18, 17.5f, 1.00f, -1000, -1000, 0, 1.49f, 0.83f, 1.0f, -10000, 0.061f, { 0.0f,0.0f,0.0f }, 500, 0.025f, { 0.0f,0.0f,0.0f }, 0.125f, 0.70f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_PLAIN {19, 42.5f, 0.21f, -1000, -2000, 0, 1.49f, 0.50f, 1.0f, -2466, 0.179f, { 0.0f,0.0f,0.0f }, -1926, 0.100f, { 0.0f,0.0f,0.0f }, 0.250f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 21.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_PARKINGLOT {20, 8.3f, 1.00f, -1000, 0, 0, 1.65f, 1.50f, 1.0f, -1363, 0.008f, { 0.0f,0.0f,0.0f }, -1153, 0.012f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
#define FSOUND_PRESET_SEWERPIPE {21, 1.7f, 0.80f, -1000, -1000, 0, 2.81f, 0.14f, 1.0f, 429, 0.014f, { 0.0f,0.0f,0.0f }, 1023, 0.021f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 80.0f, 60.0f, 0x3f }
#define FSOUND_PRESET_UNDERWATER {22, 1.8f, 1.00f, -1000, -4000, 0, 1.49f, 0.10f, 1.0f, -449, 0.007f, { 0.0f,0.0f,0.0f }, 1700, 0.011f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 1.18f, 0.348f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
/* Non I3DL2 presets */
#define FSOUND_PRESET_DRUGGED {23, 1.9f, 0.50f, -1000, 0, 0, 8.39f, 1.39f, 1.0f, -115, 0.002f, { 0.0f,0.0f,0.0f }, 985, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 0.25f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
#define FSOUND_PRESET_DIZZY {24, 1.8f, 0.60f, -1000, -400, 0, 17.23f, 0.56f, 1.0f, -1713, 0.020f, { 0.0f,0.0f,0.0f }, -613, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 1.00f, 0.81f, 0.310f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
#define FSOUND_PRESET_PSYCHOTIC {25, 1.0f, 0.50f, -1000, -151, 0, 7.56f, 0.91f, 1.0f, -626, 0.020f, { 0.0f,0.0f,0.0f }, 774, 0.030f, { 0.0f,0.0f,0.0f }, 0.250f, 0.00f, 4.00f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
/* PlayStation 2 Only presets */
#define FSOUND_PRESET_PS2_ROOM {1, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
#define FSOUND_PRESET_PS2_STUDIO_A {2, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
#define FSOUND_PRESET_PS2_STUDIO_B {3, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
#define FSOUND_PRESET_PS2_STUDIO_C {4, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
#define FSOUND_PRESET_PS2_HALL {5, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
#define FSOUND_PRESET_PS2_SPACE {6, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
#define FSOUND_PRESET_PS2_ECHO {7, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
#define FSOUND_PRESET_PS2_DELAY {8, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
#define FSOUND_PRESET_PS2_PIPE {9, 0, 0, 0, 0, 0, 0.0f, 0.0f, 0.0f, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0, 0.000f, { 0.0f,0.0f,0.0f }, 0.000f, 0.00f, 0.00f, 0.000f, 0.0f, 0000.0f, 0.0f, 0.0f, 0.0f, 0.0f, 0x31f }
/* [DEFINE_END] */
/*
[STRUCTURE]
[
[DESCRIPTION]
Structure defining the properties for a reverb source, related to a FSOUND channel.
For more indepth descriptions of the reverb properties under win32, please see the EAX3
documentation at http://developer.creative.com/ under the 'downloads' section.
If they do not have the EAX3 documentation, then most information can be attained from
the EAX2 documentation, as EAX3 only adds some more parameters and functionality on top of
EAX2.
Note the default reverb properties are the same as the FSOUND_PRESET_GENERIC preset.
Note that integer values that typically range from -10,000 to 1000 are represented in
decibels, and are of a logarithmic scale, not linear, wheras float values are typically linear.
PORTABILITY: Each member has the platform it supports in braces ie (win32/xbox).
Some reverb parameters are only supported in win32 and some only on xbox. If all parameters are set then
the reverb should product a similar effect on either platform.
Linux and FMODCE do not support the reverb api.
The numerical values listed below are the maximum, minimum and default values for each variable respectively.
[SEE_ALSO]
FSOUND_Reverb_SetChannelProperties
FSOUND_Reverb_GetChannelProperties
FSOUND_REVERB_CHANNELFLAGS
]
*/
typedef struct _FSOUND_REVERB_CHANNELPROPERTIES /* MIN MAX DEFAULT */
{
int Direct; /* -10000, 1000, 0, direct path level (at low and mid frequencies) (WIN32/XBOX) */
int DirectHF; /* -10000, 0, 0, relative direct path level at high frequencies (WIN32/XBOX) */
int Room; /* -10000, 1000, 0, room effect level (at low and mid frequencies) (WIN32/XBOX/PS2) */
int RoomHF; /* -10000, 0, 0, relative room effect level at high frequencies (WIN32/XBOX) */
int Obstruction; /* -10000, 0, 0, main obstruction control (attenuation at high frequencies) (WIN32/XBOX) */
float ObstructionLFRatio; /* 0.0, 1.0, 0.0, obstruction low-frequency level re. main control (WIN32/XBOX) */
int Occlusion; /* -10000, 0, 0, main occlusion control (attenuation at high frequencies) (WIN32/XBOX) */
float OcclusionLFRatio; /* 0.0, 1.0, 0.25, occlusion low-frequency level re. main control (WIN32/XBOX) */
float OcclusionRoomRatio; /* 0.0, 10.0, 1.5, relative occlusion control for room effect (WIN32) */
float OcclusionDirectRatio; /* 0.0, 10.0, 1.0, relative occlusion control for direct path (WIN32) */
int Exclusion; /* -10000, 0, 0, main exlusion control (attenuation at high frequencies) (WIN32) */
float ExclusionLFRatio; /* 0.0, 1.0, 1.0, exclusion low-frequency level re. main control (WIN32) */
int OutsideVolumeHF; /* -10000, 0, 0, outside sound cone level at high frequencies (WIN32) */
float DopplerFactor; /* 0.0, 10.0, 0.0, like DS3D flDopplerFactor but per source (WIN32) */
float RolloffFactor; /* 0.0, 10.0, 0.0, like DS3D flRolloffFactor but per source (WIN32) */
float RoomRolloffFactor; /* 0.0, 10.0, 0.0, like DS3D flRolloffFactor but for room effect (WIN32/XBOX) */
float AirAbsorptionFactor; /* 0.0, 10.0, 1.0, multiplies AirAbsorptionHF member of FSOUND_REVERB_PROPERTIES (WIN32) */
int Flags; /* FSOUND_REVERB_CHANNELFLAGS - modifies the behavior of properties (WIN32) */
} FSOUND_REVERB_CHANNELPROPERTIES;
/*
[DEFINE_START]
[
[NAME]
FSOUND_REVERB_CHANNELFLAGS
[DESCRIPTION]
Values for the Flags member of the FSOUND_REVERB_CHANNELPROPERTIES structure.
[SEE_ALSO]
FSOUND_REVERB_CHANNELPROPERTIES
]
*/
#define FSOUND_REVERB_CHANNELFLAGS_DIRECTHFAUTO 0x00000001 /* Automatic setting of 'Direct' due to distance from listener */
#define FSOUND_REVERB_CHANNELFLAGS_ROOMAUTO 0x00000002 /* Automatic setting of 'Room' due to distance from listener */
#define FSOUND_REVERB_CHANNELFLAGS_ROOMHFAUTO 0x00000004 /* Automatic setting of 'RoomHF' due to distance from listener */
#define FSOUND_REVERB_CHANNELFLAGS_DEFAULT (FSOUND_REVERB_CHANNELFLAGS_DIRECTHFAUTO | \
FSOUND_REVERB_CHANNELFLAGS_ROOMAUTO| \
FSOUND_REVERB_CHANNELFLAGS_ROOMHFAUTO)
/* [DEFINE_END] */
/*
[ENUM]
[
[DESCRIPTION]
These values are used with FSOUND_FX_Enable to enable DirectX 8 FX for a channel.
[SEE_ALSO]
FSOUND_FX_Enable
FSOUND_FX_Disable
FSOUND_FX_SetChorus
FSOUND_FX_SetCompressor
FSOUND_FX_SetDistortion
FSOUND_FX_SetEcho
FSOUND_FX_SetFlanger
FSOUND_FX_SetGargle
FSOUND_FX_SetI3DL2Reverb
FSOUND_FX_SetParamEQ
FSOUND_FX_SetWavesReverb
]
*/
enum FSOUND_FX_MODES
{
FSOUND_FX_CHORUS,
FSOUND_FX_COMPRESSOR,
FSOUND_FX_DISTORTION,
FSOUND_FX_ECHO,
FSOUND_FX_FLANGER,
FSOUND_FX_GARGLE,
FSOUND_FX_I3DL2REVERB,
FSOUND_FX_PARAMEQ,
FSOUND_FX_WAVES_REVERB,
FSOUND_FX_MAX
};
/*
[ENUM]
[
[DESCRIPTION]
These are speaker types defined for use with the FSOUND_SetSpeakerMode command.
Note - Only reliably works with FSOUND_OUTPUT_DSOUND or FSOUND_OUTPUT_XBOX output modes. Other output modes will only
interpret FSOUND_SPEAKERMODE_MONO and set everything else to be stereo.
Using either DolbyDigital or DTS will use whatever 5.1 digital mode is available if destination hardware is unsure.
[SEE_ALSO]
FSOUND_SetSpeakerMode
]
*/
enum FSOUND_SPEAKERMODES
{
FSOUND_SPEAKERMODE_DOLBYDIGITAL, /* Dolby Digital Output (XBOX or PC only). */
FSOUND_SPEAKERMODE_HEADPHONES, /* The speakers are headphones. */
FSOUND_SPEAKERMODE_MONO, /* The speakers are monaural. */
FSOUND_SPEAKERMODE_QUAD, /* The speakers are quadraphonic. */
FSOUND_SPEAKERMODE_STEREO, /* The speakers are stereo (default value). */
FSOUND_SPEAKERMODE_SURROUND, /* The speakers are surround sound. */
FSOUND_SPEAKERMODE_DTS, /* DTS output (XBOX only). */
FSOUND_SPEAKERMODE_PROLOGIC2, /* Dolby Prologic 2. Playstation 2 and Gamecube only. PlayStation 2 doesnt support interior panning, but supports 48 voices simultaneously. */
FSOUND_SPEAKERMODE_PROLOGIC2_INTERIOR /* Dolby Prologic 2. Playstation 2 and Gamecube only. PlayStation 2 does support interior panning, but only supports 24 voices simultaneously. */
};
/*
[DEFINE_START]
[
[NAME]
FSOUND_INIT_FLAGS
[DESCRIPTION]
Initialization flags. Use them with FSOUND_Init in the flags parameter to change various behaviour.
FSOUND_INIT_ENABLESYSTEMCHANNELFX Is an init mode which enables the FSOUND mixer buffer to be affected by DirectX 8 effects.
Note that due to limitations of DirectSound, FSOUND_Init may fail if this is enabled because the buffersize is too small.
This can be fixed with FSOUND_SetBufferSize. Increase the BufferSize until it works.
When it is enabled you can use the FSOUND_FX api, and use FSOUND_SYSTEMCHANNEL as the channel id when setting parameters.
[SEE_ALSO]
FSOUND_Init
]
*/
#define FSOUND_INIT_USEDEFAULTMIDISYNTH 0x0001 /* Win32 only - Causes MIDI playback to force software decoding. */
#define FSOUND_INIT_GLOBALFOCUS 0x0002 /* Win32 only - For DirectSound output - sound is not muted when window is out of focus. */
#define FSOUND_INIT_ENABLESYSTEMCHANNELFX 0x0004 /* Win32 only - For DirectSound output - Allows FSOUND_FX api to be used on global software mixer output! (use FSOUND_SYSTEMCHANNEL as channel id) */
#define FSOUND_INIT_ACCURATEVULEVELS 0x0008 /* This latency adjusts FSOUND_GetCurrentLevels, but incurs a small cpu and memory hit */
#define FSOUND_INIT_PS2_DISABLECORE0REVERB 0x0010 /* PS2 only - Disable reverb on CORE 0 to regain SRAM */
#define FSOUND_INIT_PS2_DISABLECORE1REVERB 0x0020 /* PS2 only - Disable reverb on CORE 1 to regain SRAM */
#define FSOUND_INIT_PS2_SWAPDMACORES 0x0040 /* PS2 only - By default FMOD uses DMA CH0 for mixing, CH1 for uploads, this flag swaps them around */
#define FSOUND_INIT_DONTLATENCYADJUST 0x0080 /* Callbacks are not latency adjusted, and are called at mix time. Also information functions are immediate */
#define FSOUND_INIT_GC_INITLIBS 0x0100 /* GC only - Initializes GC audio libraries */
#define FSOUND_INIT_STREAM_FROM_MAIN_THREAD 0x0200 /* Turns off fmod streamer thread, and makes streaming update from FSOUND_Update called by the user */
#define FSOUND_INIT_PS2_USEVOLUMERAMPING 0x0400 /* PS2 only - Turns on volume ramping system to remove hardware clicks. */
#define FSOUND_INIT_DSOUND_DEFERRED 0x0800 /* Win32 only - For DirectSound output. 3D commands are batched together and executed at FSOUND_Update. */
#define FSOUND_INIT_DSOUND_HRTF_LIGHT 0x1000 /* Win32 only - For DirectSound output. FSOUND_HW3D buffers use a slightly higher quality algorithm when 3d hardware acceleration is not present. */
#define FSOUND_INIT_DSOUND_HRTF_FULL 0x2000 /* Win32 only - For DirectSound output. FSOUND_HW3D buffers use full quality 3d playback when 3d hardware acceleration is not present. */
/* [DEFINE_END] */
/*
[ENUM]
[
[DESCRIPTION]
Status values for internet streams. Use FSOUND_Stream_Net_GetStatus to get the current status of an internet stream.
[SEE_ALSO]
FSOUND_Stream_Net_GetStatus
]
*/
enum FSOUND_STREAM_NET_STATUS
{
FSOUND_STREAM_NET_NOTCONNECTED = 0, /* Stream hasn't connected yet */
FSOUND_STREAM_NET_CONNECTING, /* Stream is connecting to remote host */
FSOUND_STREAM_NET_BUFFERING, /* Stream is buffering data */
FSOUND_STREAM_NET_READY, /* Stream is ready to play */
FSOUND_STREAM_NET_ERROR /* Stream has suffered a fatal error */
};
/*
[ENUM]
[
[DESCRIPTION]
Describes the type of a particular tag field.
[SEE_ALSO]
FSOUND_Stream_GetNumTagFields
FSOUND_Stream_GetTagField
FSOUND_Stream_FindTagField
]
*/
enum FSOUND_TAGFIELD_TYPE
{
FSOUND_TAGFIELD_VORBISCOMMENT = 0, /* A vorbis comment */
FSOUND_TAGFIELD_ID3V1, /* Part of an ID3v1 tag */
FSOUND_TAGFIELD_ID3V2, /* An ID3v2 frame */
FSOUND_TAGFIELD_SHOUTCAST, /* A SHOUTcast header line */
FSOUND_TAGFIELD_ICECAST, /* An Icecast header line */
FSOUND_TAGFIELD_ASF /* An Advanced Streaming Format header line */
};
/*
[DEFINE_START]
[
[NAME]
FSOUND_STATUS_FLAGS
[DESCRIPTION]
These values describe the protocol and format of an internet stream. Use FSOUND_Stream_Net_GetStatus to retrieve this information for an open internet stream.
[SEE_ALSO]
FSOUND_Stream_Net_GetStatus
]
*/
#define FSOUND_PROTOCOL_SHOUTCAST 0x00000001
#define FSOUND_PROTOCOL_ICECAST 0x00000002
#define FSOUND_PROTOCOL_HTTP 0x00000004
#define FSOUND_FORMAT_MPEG 0x00010000
#define FSOUND_FORMAT_OGGVORBIS 0x00020000
/* [DEFINE_END] */
/*
[STRUCTURE]
[
[DESCRIPTION]
Structure defining a CD table of contents. This structure is returned as a tag from FSOUND_Stream_FindTagField when the tag name "CD_TOC" is specified.
Note: All tracks on the CD - including data tracks- will be represented in this structure so it's use for anything other than generating disc id information is not recommended.
See the cdda example program for info on retrieving and using this structure.
[SEE_ALSO]
FSOUND_Stream_Open
FSOUND_Stream_FindTagField
]
*/
typedef struct _FSOUND_TOC_TAG
{
char name[4]; /* The string "TOC", just in case this structure is accidentally treated as a string */
int numtracks; /* The number of tracks on the CD */
int min[100]; /* The start offset of each track in minutes */
int sec[100]; /* The start offset of each track in seconds */
int frame[100]; /* The start offset of each track in frames */
} FSOUND_TOC_TAG;
/* ========================================================================================== */
/* FUNCTION PROTOTYPES */
/* ========================================================================================== */
#ifdef __cplusplus
extern "C" {
#endif
/* ================================== */
/* Initialization / Global functions. */
/* ================================== */
/*
PRE - FSOUND_Init functions. These can't be called after FSOUND_Init is
called (they will fail). They set up FMOD system functionality.
*/
DLL_API signed char F_API FSOUND_SetOutput(int outputtype);
DLL_API signed char F_API FSOUND_SetDriver(int driver);
DLL_API signed char F_API FSOUND_SetMixer(int mixer);
DLL_API signed char F_API FSOUND_SetBufferSize(int len_ms);
DLL_API signed char F_API FSOUND_SetHWND(void *hwnd);
DLL_API signed char F_API FSOUND_SetMinHardwareChannels(int min);
DLL_API signed char F_API FSOUND_SetMaxHardwareChannels(int max);
DLL_API signed char F_API FSOUND_SetMemorySystem(void *pool,
int poollen,
FSOUND_ALLOCCALLBACK useralloc,
FSOUND_REALLOCCALLBACK userrealloc,
FSOUND_FREECALLBACK userfree);
/*
Main initialization / closedown functions.
Note : Use FSOUND_INIT_USEDEFAULTMIDISYNTH with FSOUND_Init for software override
with MIDI playback.
: Use FSOUND_INIT_GLOBALFOCUS with FSOUND_Init to make sound audible no matter
which window is in focus. (FSOUND_OUTPUT_DSOUND only)
*/
DLL_API signed char F_API FSOUND_Init(int mixrate, int maxsoftwarechannels, unsigned int flags);
DLL_API void F_API FSOUND_Close();
/*
Runtime system level functions
*/
DLL_API void F_API FSOUND_Update(); /* This is called to update 3d sound / non-realtime output */
DLL_API void F_API FSOUND_SetSpeakerMode(unsigned int speakermode);
DLL_API void F_API FSOUND_SetSFXMasterVolume(int volume);
DLL_API void F_API FSOUND_SetPanSeperation(float pansep);
DLL_API void F_API FSOUND_File_SetCallbacks(FSOUND_OPENCALLBACK useropen,
FSOUND_CLOSECALLBACK userclose,
FSOUND_READCALLBACK userread,
FSOUND_SEEKCALLBACK userseek,
FSOUND_TELLCALLBACK usertell);
/*
System information functions.
*/
DLL_API int F_API FSOUND_GetError();
DLL_API float F_API FSOUND_GetVersion();
DLL_API int F_API FSOUND_GetOutput();
DLL_API void * F_API FSOUND_GetOutputHandle();
DLL_API int F_API FSOUND_GetDriver();
DLL_API int F_API FSOUND_GetMixer();
DLL_API int F_API FSOUND_GetNumDrivers();
DLL_API const char * F_API FSOUND_GetDriverName(int id);
DLL_API signed char F_API FSOUND_GetDriverCaps(int id, unsigned int *caps);
DLL_API int F_API FSOUND_GetOutputRate();
DLL_API int F_API FSOUND_GetMaxChannels();
DLL_API int F_API FSOUND_GetMaxSamples();
DLL_API int F_API FSOUND_GetSFXMasterVolume();
DLL_API signed char F_API FSOUND_GetNumHWChannels(int *num2d, int *num3d, int *total);
DLL_API int F_API FSOUND_GetChannelsPlaying();
DLL_API float F_API FSOUND_GetCPUUsage();
DLL_API void F_API FSOUND_GetMemoryStats(unsigned int *currentalloced, unsigned int *maxalloced);
/* =================================== */
/* Sample management / load functions. */
/* =================================== */
/*
Sample creation and management functions
Note : Use FSOUND_LOADMEMORY flag with FSOUND_Sample_Load to load from memory.
Use FSOUND_LOADRAW flag with FSOUND_Sample_Load to treat as as raw pcm data.
*/
DLL_API FSOUND_SAMPLE * F_API FSOUND_Sample_Load(int index, const char *name_or_data, unsigned int mode, int offset, int length);
DLL_API FSOUND_SAMPLE * F_API FSOUND_Sample_Alloc(int index, int length, unsigned int mode, int deffreq, int defvol, int defpan, int defpri);
DLL_API void F_API FSOUND_Sample_Free(FSOUND_SAMPLE *sptr);
DLL_API signed char F_API FSOUND_Sample_Upload(FSOUND_SAMPLE *sptr, void *srcdata, unsigned int mode);
DLL_API signed char F_API FSOUND_Sample_Lock(FSOUND_SAMPLE *sptr, int offset, int length, void **ptr1, void **ptr2, unsigned int *len1, unsigned int *len2);
DLL_API signed char F_API FSOUND_Sample_Unlock(FSOUND_SAMPLE *sptr, void *ptr1, void *ptr2, unsigned int len1, unsigned int len2);
/*
Sample control functions
*/
DLL_API signed char F_API FSOUND_Sample_SetMode(FSOUND_SAMPLE *sptr, unsigned int mode);
DLL_API signed char F_API FSOUND_Sample_SetLoopPoints(FSOUND_SAMPLE *sptr, int loopstart, int loopend);
DLL_API signed char F_API FSOUND_Sample_SetDefaults(FSOUND_SAMPLE *sptr, int deffreq, int defvol, int defpan, int defpri);
DLL_API signed char F_API FSOUND_Sample_SetDefaultsEx(FSOUND_SAMPLE *sptr, int deffreq, int defvol, int defpan, int defpri, int varfreq, int varvol, int varpan);
DLL_API signed char F_API FSOUND_Sample_SetMinMaxDistance(FSOUND_SAMPLE *sptr, float min, float max);
DLL_API signed char F_API FSOUND_Sample_SetMaxPlaybacks(FSOUND_SAMPLE *sptr, int max);
/*
Sample information functions
*/
DLL_API FSOUND_SAMPLE * F_API FSOUND_Sample_Get(int sampno);
DLL_API const char * F_API FSOUND_Sample_GetName(FSOUND_SAMPLE *sptr);
DLL_API unsigned int F_API FSOUND_Sample_GetLength(FSOUND_SAMPLE *sptr);
DLL_API signed char F_API FSOUND_Sample_GetLoopPoints(FSOUND_SAMPLE *sptr, int *loopstart, int *loopend);
DLL_API signed char F_API FSOUND_Sample_GetDefaults(FSOUND_SAMPLE *sptr, int *deffreq, int *defvol, int *defpan, int *defpri);
DLL_API signed char F_API FSOUND_Sample_GetDefaultsEx(FSOUND_SAMPLE *sptr, int *deffreq, int *defvol, int *defpan, int *defpri, int *varfreq, int *varvol, int *varpan);
DLL_API unsigned int F_API FSOUND_Sample_GetMode(FSOUND_SAMPLE *sptr);
DLL_API signed char F_API FSOUND_Sample_GetMinMaxDistance(FSOUND_SAMPLE *sptr, float *min, float *max);
/* ============================ */
/* Channel control functions. */
/* ============================ */
/*
Playing and stopping sounds.
Note : Use FSOUND_FREE as the 'channel' variable, to let FMOD pick a free channel for you.
Use FSOUND_ALL as the 'channel' variable to control ALL channels with one function call!
*/
DLL_API int F_API FSOUND_PlaySound(int channel, FSOUND_SAMPLE *sptr);
DLL_API int F_API FSOUND_PlaySoundEx(int channel, FSOUND_SAMPLE *sptr, FSOUND_DSPUNIT *dsp, signed char startpaused);
DLL_API signed char F_API FSOUND_StopSound(int channel);
/*
Functions to control playback of a channel.
Note : FSOUND_ALL can be used on most of these functions as a channel value.
*/
DLL_API signed char F_API FSOUND_SetFrequency(int channel, int freq);
DLL_API signed char F_API FSOUND_SetVolume(int channel, int vol);
DLL_API signed char F_API FSOUND_SetVolumeAbsolute(int channel, int vol);
DLL_API signed char F_API FSOUND_SetPan(int channel, int pan);
DLL_API signed char F_API FSOUND_SetSurround(int channel, signed char surround);
DLL_API signed char F_API FSOUND_SetMute(int channel, signed char mute);
DLL_API signed char F_API FSOUND_SetPriority(int channel, int priority);
DLL_API signed char F_API FSOUND_SetReserved(int channel, signed char reserved);
DLL_API signed char F_API FSOUND_SetPaused(int channel, signed char paused);
DLL_API signed char F_API FSOUND_SetLoopMode(int channel, unsigned int loopmode);
DLL_API signed char F_API FSOUND_SetCurrentPosition(int channel, unsigned int offset);
DLL_API signed char F_API FSOUND_3D_SetAttributes(int channel, const float *pos, const float *vel);
DLL_API signed char F_API FSOUND_3D_SetMinMaxDistance(int channel, float min, float max);
/*
Channel information functions.
*/
DLL_API signed char F_API FSOUND_IsPlaying(int channel);
DLL_API int F_API FSOUND_GetFrequency(int channel);
DLL_API int F_API FSOUND_GetVolume(int channel);
DLL_API int F_API FSOUND_GetAmplitude(int channel);
DLL_API int F_API FSOUND_GetPan(int channel);
DLL_API signed char F_API FSOUND_GetSurround(int channel);
DLL_API signed char F_API FSOUND_GetMute(int channel);
DLL_API int F_API FSOUND_GetPriority(int channel);
DLL_API signed char F_API FSOUND_GetReserved(int channel);
DLL_API signed char F_API FSOUND_GetPaused(int channel);
DLL_API unsigned int F_API FSOUND_GetLoopMode(int channel);
DLL_API unsigned int F_API FSOUND_GetCurrentPosition(int channel);
DLL_API FSOUND_SAMPLE * F_API FSOUND_GetCurrentSample(int channel);
DLL_API signed char F_API FSOUND_GetCurrentLevels(int channel, float *l, float *r);
DLL_API int F_API FSOUND_GetNumSubChannels(int channel);
DLL_API int F_API FSOUND_GetSubChannel(int channel, int subchannel);
DLL_API signed char F_API FSOUND_3D_GetAttributes(int channel, float *pos, float *vel);
DLL_API signed char F_API FSOUND_3D_GetMinMaxDistance(int channel, float *min, float *max);
/* ========================== */
/* Global 3D sound functions. */
/* ========================== */
/*
See also 3d sample and channel based functions above.
Call FSOUND_Update once a frame to process 3d information.
*/
DLL_API void F_API FSOUND_3D_Listener_SetAttributes(const float *pos, const float *vel, float fx, float fy, float fz, float tx, float ty, float tz);
DLL_API void F_API FSOUND_3D_Listener_GetAttributes(float *pos, float *vel, float *fx, float *fy, float *fz, float *tx, float *ty, float *tz);
DLL_API void F_API FSOUND_3D_Listener_SetCurrent(int current, int numlisteners); /* use this if you use multiple listeners / splitscreen */
DLL_API void F_API FSOUND_3D_SetDopplerFactor(float scale);
DLL_API void F_API FSOUND_3D_SetDistanceFactor(float scale);
DLL_API void F_API FSOUND_3D_SetRolloffFactor(float scale);
/* =================== */
/* FX functions. */
/* =================== */
/*
Functions to control DX8 only effects processing.
- FX enabled samples can only be played once at a time, not multiple times at once.
- Sounds have to be created with FSOUND_HW2D or FSOUND_HW3D for this to work.
- FSOUND_INIT_ENABLESYSTEMCHANNELFX can be used to apply hardware effect processing to the
global mixed output of FMOD's software channels.
- FSOUND_FX_Enable returns an FX handle that you can use to alter fx parameters.
- FSOUND_FX_Enable can be called multiple times in a row, even on the same FX type,
it will return a unique handle for each FX.
- FSOUND_FX_Enable cannot be called if the sound is playing or locked.
- FSOUND_FX_Disable must be called to reset/clear the FX from a channel.
*/
DLL_API int F_API FSOUND_FX_Enable(int channel, unsigned int fxtype); /* See FSOUND_FX_MODES */
DLL_API signed char F_API FSOUND_FX_Disable(int channel); /* Disables all effects */
DLL_API signed char F_API FSOUND_FX_SetChorus(int fxid, float WetDryMix, float Depth, float Feedback, float Frequency, int Waveform, float Delay, int Phase);
DLL_API signed char F_API FSOUND_FX_SetCompressor(int fxid, float Gain, float Attack, float Release, float Threshold, float Ratio, float Predelay);
DLL_API signed char F_API FSOUND_FX_SetDistortion(int fxid, float Gain, float Edge, float PostEQCenterFrequency, float PostEQBandwidth, float PreLowpassCutoff);
DLL_API signed char F_API FSOUND_FX_SetEcho(int fxid, float WetDryMix, float Feedback, float LeftDelay, float RightDelay, int PanDelay);
DLL_API signed char F_API FSOUND_FX_SetFlanger(int fxid, float WetDryMix, float Depth, float Feedback, float Frequency, int Waveform, float Delay, int Phase);
DLL_API signed char F_API FSOUND_FX_SetGargle(int fxid, int RateHz, int WaveShape);
DLL_API signed char F_API FSOUND_FX_SetI3DL2Reverb(int fxid, int Room, int RoomHF, float RoomRolloffFactor, float DecayTime, float DecayHFRatio, int Reflections, float ReflectionsDelay, int Reverb, float ReverbDelay, float Diffusion, float Density, float HFReference);
DLL_API signed char F_API FSOUND_FX_SetParamEQ(int fxid, float Center, float Bandwidth, float Gain);
DLL_API signed char F_API FSOUND_FX_SetWavesReverb(int fxid, float InGain, float ReverbMix, float ReverbTime, float HighFreqRTRatio);
/* ========================= */
/* File Streaming functions. */
/* ========================= */
/*
Note : Use FSOUND_LOADMEMORY flag with FSOUND_Stream_Open to stream from memory.
Use FSOUND_LOADRAW flag with FSOUND_Stream_Open to treat stream as raw pcm data.
Use FSOUND_MPEGACCURATE flag with FSOUND_Stream_Open to open mpegs in 'accurate mode' for settime/gettime/getlengthms.
Use FSOUND_FREE as the 'channel' variable, to let FMOD pick a free channel for you.
*/
DLL_API signed char F_API FSOUND_Stream_SetBufferSize(int ms); /* call this before opening streams, not after */
DLL_API FSOUND_STREAM * F_API FSOUND_Stream_Open(const char *name_or_data, unsigned int mode, int offset, int length);
DLL_API FSOUND_STREAM * F_API FSOUND_Stream_Create(FSOUND_STREAMCALLBACK callback, int length, unsigned int mode, int samplerate, void *userdata);