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fmod.h
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/* ============================================================================================ */
/* FMOD Ex - Main C/C++ header file. Copyright (c), Firelight Technologies Pty, Ltd. 2004-2014. */
/* */
/* This header is the base header for all other FMOD headers. If you are programming in C */
/* use this exclusively, or if you are programming C++ use this in conjunction with FMOD.HPP */
/* */
/* ============================================================================================ */
#ifndef _FMOD_H
#define _FMOD_H
/*
FMOD version number. Check this against FMOD::System::getVersion.
0xaaaabbcc -> aaaa = major version number. bb = minor version number. cc = development version number.
*/
#define FMOD_VERSION 0x00044439
/*
Compiler specific settings.
*/
#if defined(__CYGWIN32__)
#define F_CDECL __cdecl
#define F_STDCALL __stdcall
#define F_DECLSPEC __declspec
#define F_DLLEXPORT ( dllexport )
#elif defined(WIN32) || defined(_WIN32) || defined(__WIN32__) || defined(_WIN64)
#define F_CDECL _cdecl
#define F_STDCALL _stdcall
#define F_DECLSPEC __declspec
#define F_DLLEXPORT ( dllexport )
#elif defined(__MACH__) || defined(__ANDROID__) || defined(__linux__) || defined(__QNX__)
#define F_CDECL
#define F_STDCALL
#define F_DECLSPEC
#define F_DLLEXPORT __attribute__ ((visibility("default")))
#else
#define F_CDECL
#define F_STDCALL
#define F_DECLSPEC
#define F_DLLEXPORT
#endif
#ifdef DLL_EXPORTS
#if defined(__MACH__) || defined(__ANDROID__) || defined(__linux__) || defined(__QNX__)
#define F_API __attribute__ ((visibility("default")))
#else
#define F_API __declspec(dllexport) F_STDCALL
#endif
#else
#define F_API F_STDCALL
#endif
#define F_CALLBACK F_STDCALL
/*
FMOD types.
*/
typedef int FMOD_BOOL;
typedef struct FMOD_SYSTEM FMOD_SYSTEM;
typedef struct FMOD_SOUND FMOD_SOUND;
typedef struct FMOD_CHANNEL FMOD_CHANNEL;
typedef struct FMOD_CHANNELGROUP FMOD_CHANNELGROUP;
typedef struct FMOD_SOUNDGROUP FMOD_SOUNDGROUP;
typedef struct FMOD_REVERB FMOD_REVERB;
typedef struct FMOD_DSP FMOD_DSP;
typedef struct FMOD_DSPCONNECTION FMOD_DSPCONNECTION;
typedef struct FMOD_POLYGON FMOD_POLYGON;
typedef struct FMOD_GEOMETRY FMOD_GEOMETRY;
typedef struct FMOD_SYNCPOINT FMOD_SYNCPOINT;
typedef struct FMOD_ASYNCREADINFO FMOD_ASYNCREADINFO;
typedef unsigned int FMOD_MODE;
typedef unsigned int FMOD_TIMEUNIT;
typedef unsigned int FMOD_INITFLAGS;
typedef unsigned int FMOD_CAPS;
typedef unsigned int FMOD_DEBUGLEVEL;
typedef unsigned int FMOD_MEMORY_TYPE;
/*
[ENUM]
[
[DESCRIPTION]
error codes. Returned from every function.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
]
*/
typedef enum
{
FMOD_OK, /* No errors. */
FMOD_ERR_ALREADYLOCKED, /* Tried to call lock a second time before unlock was called. */
FMOD_ERR_BADCOMMAND, /* Tried to call a function on a data type that does not allow this type of functionality (ie calling Sound::lock on a streaming sound). */
FMOD_ERR_CDDA_DRIVERS, /* Neither NTSCSI nor ASPI could be initialised. */
FMOD_ERR_CDDA_INIT, /* An error occurred while initialising the CDDA subsystem. */
FMOD_ERR_CDDA_INVALID_DEVICE, /* Couldn't find the specified device. */
FMOD_ERR_CDDA_NOAUDIO, /* No audio tracks on the specified disc. */
FMOD_ERR_CDDA_NODEVICES, /* No CD/DVD devices were found. */
FMOD_ERR_CDDA_NODISC, /* No disc present in the specified drive. */
FMOD_ERR_CDDA_READ, /* A CDDA read error occurred. */
FMOD_ERR_CHANNEL_ALLOC, /* Error trying to allocate a channel. */
FMOD_ERR_CHANNEL_STOLEN, /* The specified channel has been reused to play another sound. */
FMOD_ERR_COM, /* A Win32 COM related error occured. COM failed to initialize or a QueryInterface failed meaning a Windows codec or driver was not installed properly. */
FMOD_ERR_DMA, /* DMA Failure. See debug output for more information. */
FMOD_ERR_DSP_CONNECTION, /* DSP connection error. Connection possibly caused a cyclic dependancy. Or tried to connect a tree too many units deep (more than 128). */
FMOD_ERR_DSP_FORMAT, /* DSP Format error. A DSP unit may have attempted to connect to this network with the wrong format. */
FMOD_ERR_DSP_NOTFOUND, /* DSP connection error. Couldn't find the DSP unit specified. */
FMOD_ERR_DSP_RUNNING, /* DSP error. Cannot perform this operation while the network is in the middle of running. This will most likely happen if a connection or disconnection is attempted in a DSP callback. */
FMOD_ERR_DSP_TOOMANYCONNECTIONS,/* DSP connection error. The unit being connected to or disconnected should only have 1 input or output. */
FMOD_ERR_FILE_BAD, /* Error loading file. */
FMOD_ERR_FILE_COULDNOTSEEK, /* Couldn't perform seek operation. This is a limitation of the medium (ie netstreams) or the file format. */
FMOD_ERR_FILE_DISKEJECTED, /* Media was ejected while reading. */
FMOD_ERR_FILE_EOF, /* End of file unexpectedly reached while trying to read essential data (truncated data?). */
FMOD_ERR_FILE_NOTFOUND, /* File not found. */
FMOD_ERR_FILE_UNWANTED, /* Unwanted file access occured. */
FMOD_ERR_FORMAT, /* Unsupported file or audio format. */
FMOD_ERR_HTTP, /* A HTTP error occurred. This is a catch-all for HTTP errors not listed elsewhere. */
FMOD_ERR_HTTP_ACCESS, /* The specified resource requires authentication or is forbidden. */
FMOD_ERR_HTTP_PROXY_AUTH, /* Proxy authentication is required to access the specified resource. */
FMOD_ERR_HTTP_SERVER_ERROR, /* A HTTP server error occurred. */
FMOD_ERR_HTTP_TIMEOUT, /* The HTTP request timed out. */
FMOD_ERR_INITIALIZATION, /* FMOD was not initialized correctly to support this function. */
FMOD_ERR_INITIALIZED, /* Cannot call this command after System::init. */
FMOD_ERR_INTERNAL, /* An error occured that wasn't supposed to. Contact support. */
FMOD_ERR_INVALID_ADDRESS, /* On Xbox 360, this memory address passed to FMOD must be physical, (ie allocated with XPhysicalAlloc.) */
FMOD_ERR_INVALID_FLOAT, /* Value passed in was a NaN, Inf or denormalized float. */
FMOD_ERR_INVALID_HANDLE, /* An invalid object handle was used. */
FMOD_ERR_INVALID_PARAM, /* An invalid parameter was passed to this function. */
FMOD_ERR_INVALID_POSITION, /* An invalid seek position was passed to this function. */
FMOD_ERR_INVALID_SPEAKER, /* An invalid speaker was passed to this function based on the current speaker mode. */
FMOD_ERR_INVALID_SYNCPOINT, /* The syncpoint did not come from this sound handle. */
FMOD_ERR_INVALID_VECTOR, /* The vectors passed in are not unit length, or perpendicular. */
FMOD_ERR_MAXAUDIBLE, /* Reached maximum audible playback count for this sound's soundgroup. */
FMOD_ERR_MEMORY, /* Not enough memory or resources. */
FMOD_ERR_MEMORY_CANTPOINT, /* Can't use FMOD_OPENMEMORY_POINT on non PCM source data, or non mp3/xma/adpcm data if FMOD_CREATECOMPRESSEDSAMPLE was used. */
FMOD_ERR_MEMORY_SRAM, /* Not enough memory or resources on console sound ram. */
FMOD_ERR_NEEDS2D, /* Tried to call a command on a 3d sound when the command was meant for 2d sound. */
FMOD_ERR_NEEDS3D, /* Tried to call a command on a 2d sound when the command was meant for 3d sound. */
FMOD_ERR_NEEDSHARDWARE, /* Tried to use a feature that requires hardware support. (ie trying to play a GCADPCM compressed sound in software on Wii). */
FMOD_ERR_NEEDSSOFTWARE, /* Tried to use a feature that requires the software engine. Software engine has either been turned off, or command was executed on a hardware channel which does not support this feature. */
FMOD_ERR_NET_CONNECT, /* Couldn't connect to the specified host. */
FMOD_ERR_NET_SOCKET_ERROR, /* A socket error occurred. This is a catch-all for socket-related errors not listed elsewhere. */
FMOD_ERR_NET_URL, /* The specified URL couldn't be resolved. */
FMOD_ERR_NET_WOULD_BLOCK, /* Operation on a non-blocking socket could not complete immediately. */
FMOD_ERR_NOTREADY, /* Operation could not be performed because specified sound/DSP connection is not ready. */
FMOD_ERR_OUTPUT_ALLOCATED, /* Error initializing output device, but more specifically, the output device is already in use and cannot be reused. */
FMOD_ERR_OUTPUT_CREATEBUFFER, /* Error creating hardware sound buffer. */
FMOD_ERR_OUTPUT_DRIVERCALL, /* A call to a standard soundcard driver failed, which could possibly mean a bug in the driver or resources were missing or exhausted. */
FMOD_ERR_OUTPUT_ENUMERATION, /* Error enumerating the available driver list. List may be inconsistent due to a recent device addition or removal. */
FMOD_ERR_OUTPUT_FORMAT, /* Soundcard does not support the minimum features needed for this soundsystem (16bit stereo output). */
FMOD_ERR_OUTPUT_INIT, /* Error initializing output device. */
FMOD_ERR_OUTPUT_NOHARDWARE, /* FMOD_HARDWARE was specified but the sound card does not have the resources necessary to play it. */
FMOD_ERR_OUTPUT_NOSOFTWARE, /* Attempted to create a software sound but no software channels were specified in System::init. */
FMOD_ERR_PAN, /* Panning only works with mono or stereo sound sources. */
FMOD_ERR_PLUGIN, /* An unspecified error has been returned from a 3rd party plugin. */
FMOD_ERR_PLUGIN_INSTANCES, /* The number of allowed instances of a plugin has been exceeded. */
FMOD_ERR_PLUGIN_MISSING, /* A requested output, dsp unit type or codec was not available. */
FMOD_ERR_PLUGIN_RESOURCE, /* A resource that the plugin requires cannot be found. (ie the DLS file for MIDI playback or other DLLs that it needs to load) */
FMOD_ERR_PRELOADED, /* The specified sound is still in use by the event system, call EventSystem::unloadFSB before trying to release it. */
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. */
FMOD_ERR_RECORD, /* An error occured trying to initialize the recording device. */
FMOD_ERR_REVERB_INSTANCE, /* Specified instance in FMOD_REVERB_PROPERTIES couldn't be set. Most likely because it is an invalid instance number or the reverb doesnt exist. */
FMOD_ERR_SUBSOUND_ALLOCATED, /* This subsound is already being used by another sound, you cannot have more than one parent to a sound. Null out the other parent's entry first. */
FMOD_ERR_SUBSOUND_CANTMOVE, /* Shared subsounds cannot be replaced or moved from their parent stream, such as when the parent stream is an FSB file. */
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. */
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. */
FMOD_ERR_TAGNOTFOUND, /* The specified tag could not be found or there are no tags. */
FMOD_ERR_TOOMANYCHANNELS, /* The sound created exceeds the allowable input channel count. This can be increased using the maxinputchannels parameter in System::setSoftwareFormat. */
FMOD_ERR_UNIMPLEMENTED, /* Something in FMOD hasn't been implemented when it should be! contact support! */
FMOD_ERR_UNINITIALIZED, /* This command failed because System::init or System::setDriver was not called. */
FMOD_ERR_UNSUPPORTED, /* A command issued was not supported by this object. Possibly a plugin without certain callbacks specified. */
FMOD_ERR_UPDATE, /* An error caused by System::update occured. */
FMOD_ERR_VERSION, /* The version number of this file format is not supported. */
FMOD_ERR_EVENT_FAILED, /* An Event failed to be retrieved, most likely due to 'just fail' being specified as the max playbacks behavior. */
FMOD_ERR_EVENT_INFOONLY, /* Can't execute this command on an EVENT_INFOONLY event. */
FMOD_ERR_EVENT_INTERNAL, /* An error occured that wasn't supposed to. See debug log for reason. */
FMOD_ERR_EVENT_MAXSTREAMS, /* Event failed because 'Max streams' was hit when FMOD_EVENT_INIT_FAIL_ON_MAXSTREAMS was specified. */
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. */
FMOD_ERR_EVENT_NAMECONFLICT, /* A category with the same name already exists. */
FMOD_ERR_EVENT_NOTFOUND, /* The requested event, event group, event category or event property could not be found. */
FMOD_ERR_EVENT_NEEDSSIMPLE, /* Tried to call a function on a complex event that's only supported by simple events. */
FMOD_ERR_EVENT_GUIDCONFLICT, /* An event with the same GUID already exists. */
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. */
FMOD_ERR_MUSIC_UNINITIALIZED, /* Music system is not initialized probably because no music data is loaded. */
FMOD_ERR_MUSIC_NOTFOUND, /* The requested music entity could not be found. */
FMOD_ERR_MUSIC_NOCALLBACK, /* The music callback is required, but it has not been set. */
FMOD_RESULT_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_RESULT;
/*
[STRUCTURE]
[
[DESCRIPTION]
Structure describing a point in 3D space.
[REMARKS]
FMOD uses a left handed co-ordinate system by default.
To use a right handed co-ordinate system specify FMOD_INIT_3D_RIGHTHANDED from FMOD_INITFLAGS in System::init.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
System::set3DListenerAttributes
System::get3DListenerAttributes
Channel::set3DAttributes
Channel::get3DAttributes
Channel::set3DCustomRolloff
Channel::get3DCustomRolloff
Sound::set3DCustomRolloff
Sound::get3DCustomRolloff
Geometry::addPolygon
Geometry::setPolygonVertex
Geometry::getPolygonVertex
Geometry::setRotation
Geometry::getRotation
Geometry::setPosition
Geometry::getPosition
Geometry::setScale
Geometry::getScale
FMOD_INITFLAGS
]
*/
typedef struct
{
float x; /* X co-ordinate in 3D space. */
float y; /* Y co-ordinate in 3D space. */
float z; /* Z co-ordinate in 3D space. */
} FMOD_VECTOR;
/*
[STRUCTURE]
[
[DESCRIPTION]
Structure describing a globally unique identifier.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
System::getDriverInfo
]
*/
typedef struct
{
unsigned int Data1; /* Specifies the first 8 hexadecimal digits of the GUID */
unsigned short Data2; /* Specifies the first group of 4 hexadecimal digits. */
unsigned short Data3; /* Specifies the second group of 4 hexadecimal digits. */
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. */
} FMOD_GUID;
/*
[STRUCTURE]
[
[DESCRIPTION]
Structure that is passed into FMOD_FILE_ASYNCREADCALLBACK. Use the information in this structure to perform
[REMARKS]
Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
Members marked with [w] mean the variable can be written to. The user can set the value.
Instructions: write to 'buffer', and 'bytesread' <b>BEFORE</b> setting 'result'.
As soon as result is set, FMOD will asynchronously continue internally using the data provided in this structure.
Set 'result' to the result expected from a normal file read callback.
If the read was successful, set it to FMOD_OK.
If it read some data but hit the end of the file, set it to FMOD_ERR_FILE_EOF.
If a bad error occurred, return FMOD_ERR_FILE_BAD
If a disk was ejected, return FMOD_ERR_FILE_DISKEJECTED.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
FMOD_FILE_ASYNCREADCALLBACK
FMOD_FILE_ASYNCCANCELCALLBACK
]
*/
struct FMOD_ASYNCREADINFO
{
void *handle; /* [r] The file handle that was filled out in the open callback. */
unsigned int offset; /* [r] Seek position, make sure you read from this file offset. */
unsigned int sizebytes; /* [r] how many bytes requested for read. */
int priority; /* [r] 0 = low importance. 100 = extremely important (ie 'must read now or stuttering may occur') */
void *buffer; /* [w] Buffer to read file data into. */
unsigned int bytesread; /* [w] Fill this in before setting result code to tell FMOD how many bytes were read. */
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. */
void *userdata; /* [r] User data pointer. */
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. */
};
/*
[ENUM]
[
[DESCRIPTION]
These output types are used with System::setOutput / System::getOutput, to choose which output method to use.
[REMARKS]
To pass information to the driver when initializing fmod use the extradriverdata parameter in System::init for the following reasons.
- FMOD_OUTPUTTYPE_WAVWRITER - extradriverdata is a pointer to a char * filename that the wav writer will output to.
- FMOD_OUTPUTTYPE_WAVWRITER_NRT - extradriverdata is a pointer to a char * filename that the wav writer will output to.
- FMOD_OUTPUTTYPE_DSOUND - extradriverdata is a pointer to a HWND so that FMOD can set the focus on the audio for a particular window.
- FMOD_OUTPUTTYPE_PS3 - extradriverdata is a pointer to a FMOD_PS3_EXTRADRIVERDATA struct. This can be found in fmodps3.h.
- FMOD_OUTPUTTYPE_GC - extradriverdata is a pointer to a FMOD_GC_INFO struct. This can be found in fmodgc.h.
- FMOD_OUTPUTTYPE_WII - extradriverdata is a pointer to a FMOD_WII_INFO struct. This can be found in fmodwii.h.
- FMOD_OUTPUTTYPE_ALSA - extradriverdata is a pointer to a FMOD_LINUX_EXTRADRIVERDATA struct. This can be found in fmodlinux.h.
Currently these are the only FMOD drivers that take extra information. Other unknown plugins may have different requirements.
Note! If FMOD_OUTPUTTYPE_WAVWRITER_NRT or FMOD_OUTPUTTYPE_NOSOUND_NRT are used, and if the System::update function is being called
very quickly (ie for a non realtime decode) it may be being called too quickly for the FMOD streamer thread to respond to.
The result will be a skipping/stuttering output in the captured audio.
To remedy this, disable the FMOD Ex streamer thread, and use FMOD_INIT_STREAM_FROM_UPDATE to avoid skipping in the output stream,
as it will lock the mixer and the streamer together in the same thread.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
System::setOutput
System::getOutput
System::setSoftwareFormat
System::getSoftwareFormat
System::init
System::update
FMOD_INITFLAGS
]
*/
typedef enum
{
FMOD_OUTPUTTYPE_AUTODETECT, /* Picks the best output mode for the platform. This is the default. */
FMOD_OUTPUTTYPE_UNKNOWN, /* All - 3rd party plugin, unknown. This is for use with System::getOutput only. */
FMOD_OUTPUTTYPE_NOSOUND, /* All - All calls in this mode succeed but make no sound. */
FMOD_OUTPUTTYPE_WAVWRITER, /* All - Writes output to fmodoutput.wav by default. Use the 'extradriverdata' parameter in System::init, by simply passing the filename as a string, to set the wav filename. */
FMOD_OUTPUTTYPE_NOSOUND_NRT, /* All - Non-realtime version of FMOD_OUTPUTTYPE_NOSOUND. User can drive mixer with System::update at whatever rate they want. */
FMOD_OUTPUTTYPE_WAVWRITER_NRT, /* All - Non-realtime version of FMOD_OUTPUTTYPE_WAVWRITER. User can drive mixer with System::update at whatever rate they want. */
FMOD_OUTPUTTYPE_DSOUND, /* Win32/Win64 - DirectSound output. (Default on Windows XP and below) */
FMOD_OUTPUTTYPE_WINMM, /* Win32/Win64 - Windows Multimedia output. */
FMOD_OUTPUTTYPE_WASAPI, /* Win32 - Windows Audio Session API. (Default on Windows Vista and above) */
FMOD_OUTPUTTYPE_ASIO, /* Win32 - Low latency ASIO 2.0 driver. */
FMOD_OUTPUTTYPE_OSS, /* Linux/Linux64 - Open Sound System output. (Default on Linux, third preference) */
FMOD_OUTPUTTYPE_ALSA, /* Linux/Linux64 - Advanced Linux Sound Architecture output. (Default on Linux, second preference if available) */
FMOD_OUTPUTTYPE_ESD, /* Linux/Linux64 - Enlightment Sound Daemon output. */
FMOD_OUTPUTTYPE_PULSEAUDIO, /* Linux/Linux64 - PulseAudio output. (Default on Linux, first preference if available) */
FMOD_OUTPUTTYPE_COREAUDIO, /* Mac - Macintosh CoreAudio output. (Default on Mac) */
FMOD_OUTPUTTYPE_XBOX360, /* Xbox 360 - Native Xbox360 output. (Default on Xbox 360) */
FMOD_OUTPUTTYPE_PSP, /* PSP - Native PSP output. (Default on PSP) */
FMOD_OUTPUTTYPE_PS3, /* PS3 - Native PS3 output. (Default on PS3) */
FMOD_OUTPUTTYPE_NGP, /* NGP - Native NGP output. (Default on NGP) */
FMOD_OUTPUTTYPE_WII, /* Wii - Native Wii output. (Default on Wii) */
FMOD_OUTPUTTYPE_3DS, /* 3DS - Native 3DS output (Default on 3DS) */
FMOD_OUTPUTTYPE_AUDIOTRACK, /* Android - Java Audio Track output. (Default on Android 2.2 and below) */
FMOD_OUTPUTTYPE_OPENSL, /* Android - OpenSL ES output. (Default on Android 2.3 and above) */
FMOD_OUTPUTTYPE_NACL, /* Native Client - Native Client output. (Default on Native Client) */
FMOD_OUTPUTTYPE_WIIU, /* Wii U - Native Wii U output. (Default on Wii U) */
FMOD_OUTPUTTYPE_ASOUND, /* BlackBerry - Native BlackBerry asound output. (Default on BlackBerry) */
FMOD_OUTPUTTYPE_AUDIOOUT, /* Orbis - Audio Out output. (Default on Orbis) */
FMOD_OUTPUTTYPE_XAUDIO, /* Durango - XAudio2 output. */
FMOD_OUTPUTTYPE_MAX, /* Maximum number of output types supported. */
FMOD_OUTPUTTYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_OUTPUTTYPE;
/*
[DEFINE]
[
[NAME]
FMOD_CAPS
[DESCRIPTION]
Bit fields to use with System::getDriverCaps to determine the capabilities of a card / output device.
[REMARKS]
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.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
System::getDriverCaps
System::setDSPBufferSize
]
*/
#define FMOD_CAPS_NONE 0x00000000 /* Device has no special capabilities. */
#define FMOD_CAPS_HARDWARE 0x00000001 /* Device supports hardware mixing. */
#define FMOD_CAPS_HARDWARE_EMULATED 0x00000002 /* User has device set to 'Hardware acceleration = off' in control panel, and now extra 200ms latency is incurred. */
#define FMOD_CAPS_OUTPUT_MULTICHANNEL 0x00000004 /* Device can do multichannel output, ie greater than 2 channels. */
#define FMOD_CAPS_OUTPUT_FORMAT_PCM8 0x00000008 /* Device can output to 8bit integer PCM. */
#define FMOD_CAPS_OUTPUT_FORMAT_PCM16 0x00000010 /* Device can output to 16bit integer PCM. */
#define FMOD_CAPS_OUTPUT_FORMAT_PCM24 0x00000020 /* Device can output to 24bit integer PCM. */
#define FMOD_CAPS_OUTPUT_FORMAT_PCM32 0x00000040 /* Device can output to 32bit integer PCM. */
#define FMOD_CAPS_OUTPUT_FORMAT_PCMFLOAT 0x00000080 /* Device can output to 32bit floating point PCM. */
#define FMOD_CAPS_REVERB_LIMITED 0x00002000 /* Device supports some form of limited hardware reverb, maybe parameterless and only selectable by environment. */
#define FMOD_CAPS_LOOPBACK 0x00004000 /* Device is a loopback recording device */
/* [DEFINE_END] */
/*
[DEFINE]
[
[NAME]
FMOD_DEBUGLEVEL
[DESCRIPTION]
Bit fields to use with FMOD::Debug_SetLevel / FMOD::Debug_GetLevel to control the level of tty debug output with logging versions of FMOD (fmodL).
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
Debug_SetLevel
Debug_GetLevel
]
*/
#define FMOD_DEBUG_LEVEL_NONE 0x00000000
#define FMOD_DEBUG_LEVEL_LOG 0x00000001 /* Will display generic logging messages. */
#define FMOD_DEBUG_LEVEL_ERROR 0x00000002 /* Will display errors. */
#define FMOD_DEBUG_LEVEL_WARNING 0x00000004 /* Will display warnings that are not fatal. */
#define FMOD_DEBUG_LEVEL_HINT 0x00000008 /* Will hint to you if there is something possibly better you could be doing. */
#define FMOD_DEBUG_LEVEL_ALL 0x000000FF
#define FMOD_DEBUG_TYPE_MEMORY 0x00000100 /* Show FMOD memory related logging messages. */
#define FMOD_DEBUG_TYPE_THREAD 0x00000200 /* Show FMOD thread related logging messages. */
#define FMOD_DEBUG_TYPE_FILE 0x00000400 /* Show FMOD file system related logging messages. */
#define FMOD_DEBUG_TYPE_NET 0x00000800 /* Show FMOD network related logging messages. */
#define FMOD_DEBUG_TYPE_EVENT 0x00001000 /* Show FMOD Event related logging messages. */
#define FMOD_DEBUG_TYPE_ALL 0x0000FFFF
#define FMOD_DEBUG_DISPLAY_TIMESTAMPS 0x01000000 /* Display the timestamp of the log entry in milliseconds. */
#define FMOD_DEBUG_DISPLAY_LINENUMBERS 0x02000000 /* Display the FMOD Ex source code line numbers, for debugging purposes. */
#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. */
#define FMOD_DEBUG_DISPLAY_THREAD 0x08000000 /* Display the thread ID of the calling function that caused this log entry to appear. */
#define FMOD_DEBUG_DISPLAY_ALL 0x0F000000
#define FMOD_DEBUG_ALL 0xFFFFFFFF
/* [DEFINE_END] */
/*
[DEFINE]
[
[NAME]
FMOD_MEMORY_TYPE
[DESCRIPTION]
Bit fields for memory allocation type being passed into FMOD memory callbacks.
[REMARKS]
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.
Bits can be excluded if you want during Memory_Initialize so that you never get them.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
FMOD_MEMORY_ALLOCCALLBACK
FMOD_MEMORY_REALLOCCALLBACK
FMOD_MEMORY_FREECALLBACK
Memory_Initialize
]
*/
#define FMOD_MEMORY_NORMAL 0x00000000 /* Standard memory. */
#define FMOD_MEMORY_STREAM_FILE 0x00000001 /* Stream file buffer, size controllable with System::setStreamBufferSize. */
#define FMOD_MEMORY_STREAM_DECODE 0x00000002 /* Stream decode buffer, size controllable with FMOD_CREATESOUNDEXINFO::decodebuffersize. */
#define FMOD_MEMORY_SAMPLEDATA 0x00000004 /* Sample data buffer. Raw audio data, usually PCM/MPEG/ADPCM/XMA data. */
#define FMOD_MEMORY_DSP_OUTPUTBUFFER 0x00000008 /* DSP memory block allocated when more than 1 output exists on a DSP node. */
#define FMOD_MEMORY_XBOX360_PHYSICAL 0x00100000 /* Requires XPhysicalAlloc / XPhysicalFree. */
#define FMOD_MEMORY_PERSISTENT 0x00200000 /* Persistent memory. Memory will be freed when System::release is called. */
#define FMOD_MEMORY_SECONDARY 0x00400000 /* Secondary memory. Allocation should be in secondary memory. For example RSX on the PS3. */
#define FMOD_MEMORY_ALL 0xFFFFFFFF
/* [DEFINE_END] */
/*
[ENUM]
[
[DESCRIPTION]
These are speaker types defined for use with the System::setSpeakerMode or System::getSpeakerMode command.
[REMARKS]
These are important notes on speaker modes in regards to sounds created with FMOD_SOFTWARE.
Note below the phrase 'sound channels' is used. These are the subchannels inside a sound, they are not related and
have nothing to do with the FMOD class "Channel".
For example a mono sound has 1 sound channel, a stereo sound has 2 sound channels, and an AC3 or 6 channel wav file have 6 "sound channels".
FMOD_SPEAKERMODE_RAW
---------------------
This mode is for output devices that are not specifically mono/stereo/quad/surround/5.1 or 7.1, but are multichannel.
Use System::setSoftwareFormat to specify the number of speakers you want to address, otherwise it will default to 2 (stereo).
Sound channels map to speakers sequentially, so a mono sound maps to output speaker 0, stereo sound maps to output speaker 0 & 1.
The user assumes knowledge of the speaker order. FMOD_SPEAKER enumerations may not apply, so raw channel indices should be used.
Multichannel sounds map input channels to output channels 1:1.
Channel::setPan and Channel::setSpeakerMix do not work.
Speaker levels must be manually set with Channel::setSpeakerLevels.
FMOD_SPEAKERMODE_MONO
---------------------
This mode is for a 1 speaker arrangement.
Panning does not work in this speaker mode.
Mono, stereo and multichannel sounds have each sound channel played on the one speaker unity.
Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.
Channel::setSpeakerMix does not work.
FMOD_SPEAKERMODE_STEREO
-----------------------
This mode is for 2 speaker arrangements that have a left and right speaker.
- Mono sounds default to an even distribution between left and right. They can be panned with Channel::setPan.
- Stereo sounds default to the middle, or full left in the left speaker and full right in the right speaker.
- They can be cross faded with Channel::setPan.
- Multichannel sounds have each sound channel played on each speaker at unity.
- Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.
- Channel::setSpeakerMix works but only front left and right parameters are used, the rest are ignored.
FMOD_SPEAKERMODE_QUAD
------------------------
This mode is for 4 speaker arrangements that have a front left, front right, rear left and a rear right speaker.
- Mono sounds default to an even distribution between front left and front right. They can be panned with Channel::setPan.
- Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.
- They can be cross faded with Channel::setPan.
- Multichannel sounds default to all of their sound channels being played on each speaker in order of input.
- Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.
- Channel::setSpeakerMix works but side left, side right, center and lfe are ignored.
FMOD_SPEAKERMODE_SURROUND
------------------------
This mode is for 5 speaker arrangements that have a left/right/center/rear left/rear right.
- Mono sounds default to the center speaker. They can be panned with Channel::setPan.
- Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.
- They can be cross faded with Channel::setPan.
- Multichannel sounds default to all of their sound channels being played on each speaker in order of input.
- Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.
- Channel::setSpeakerMix works but side left / side right are ignored.
FMOD_SPEAKERMODE_5POINT1
------------------------
This mode is for 5.1 speaker arrangements that have a left/right/center/rear left/rear right and a subwoofer speaker.
- Mono sounds default to the center speaker. They can be panned with Channel::setPan.
- Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.
- They can be cross faded with Channel::setPan.
- Multichannel sounds default to all of their sound channels being played on each speaker in order of input.
- Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.
- Channel::setSpeakerMix works but side left / side right are ignored.
FMOD_SPEAKERMODE_7POINT1
------------------------
This mode is for 7.1 speaker arrangements that have a left/right/center/rear left/rear right/side left/side right
and a subwoofer speaker.
- Mono sounds default to the center speaker. They can be panned with Channel::setPan.
- Stereo sounds default to the left sound channel played on the front left, and the right sound channel played on the front right.
- They can be cross faded with Channel::setPan.
- Multichannel sounds default to all of their sound channels being played on each speaker in order of input.
- Mix behavior for multichannel sounds can be set with Channel::setSpeakerLevels.
- Channel::setSpeakerMix works and every parameter is used to set the balance of a sound in any speaker.
FMOD_SPEAKERMODE_SRS5_1_MATRIX
------------------------------------------------------
This mode is for mono, stereo, 5.1 and 6.1 speaker arrangements, as it is backwards and forwards compatible with
stereo, but to get a surround effect a SRS 5.1, Prologic or Prologic 2 hardware decoder / amplifier is needed or
a compatible SRS equipped device (e.g., laptop, TV, etc.) or accessory (e.g., headphone).
Pan behavior is the same as FMOD_SPEAKERMODE_5POINT1.
If this function is called the numoutputchannels setting in System::setSoftwareFormat is overwritten.
Output rate must be 44100, 48000 or 96000 for this to work otherwise FMOD_ERR_OUTPUT_INIT will be returned.
FMOD_SPEAKERMODE_DOLBY5_1_MATRIX
------------------------------------------------------
This mode is for 5.1 speaker arrangements using a stereo signal, to get a surround effect a Dolby Pro Logic II
hardware decoder / amplifier is needed.
Pan behavior is the same as FMOD_SPEAKERMODE_5POINT1.
If this function is called the numoutputchannels setting in System::setSoftwareFormat is overwritten.
Output rate must be 32000, 44100 or 48000 for this to work otherwise FMOD_ERR_OUTPUT_INIT will be returned.
FMOD_SPEAKERMODE_MYEARS
------------------------------------------------------
This mode is for headphones. This will attempt to load a MyEars profile (see myears.net.au) and use it to generate
surround sound on headphones using a personalized HRTF algorithm, for realistic 3d sound.
Pan behavior is the same as FMOD_SPEAKERMODE_7POINT1.
MyEars speaker mode will automatically be set if the speakermode is FMOD_SPEAKERMODE_STEREO and the MyEars profile exists.
If this mode is set explicitly, FMOD_INIT_DISABLE_MYEARS_AUTODETECT has no effect.
If this mode is set explicitly and the MyEars profile does not exist, FMOD_ERR_OUTPUT_DRIVERCALL will be returned.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
System::setSpeakerMode
System::getSpeakerMode
System::getDriverCaps
System::setSoftwareFormat
Channel::setSpeakerLevels
]
*/
typedef enum
{
FMOD_SPEAKERMODE_RAW, /* There is no specific speakermode. Sound channels are mapped in order of input to output. Use System::setSoftwareFormat to specify speaker count. See remarks for more information. */
FMOD_SPEAKERMODE_MONO, /* The speakers are monaural. */
FMOD_SPEAKERMODE_STEREO, /* The speakers are stereo (DEFAULT). */
FMOD_SPEAKERMODE_QUAD, /* 4 speaker setup. This includes front left, front right, rear left, rear right. */
FMOD_SPEAKERMODE_SURROUND, /* 5 speaker setup. This includes front left, front right, center, rear left, rear right. */
FMOD_SPEAKERMODE_5POINT1, /* 5.1 speaker setup. This includes front left, front right, center, rear left, rear right and a subwoofer. */
FMOD_SPEAKERMODE_7POINT1, /* 7.1 speaker setup. This includes front left, front right, center, rear left, rear right, side left, side right and a subwoofer. */
FMOD_SPEAKERMODE_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.*/
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. */
FMOD_SPEAKERMODE_MYEARS, /* Stereo output, but data is encoded using personalized HRTF algorithms. See myears.net.au */
FMOD_SPEAKERMODE_MAX, /* Maximum number of speaker modes supported. */
FMOD_SPEAKERMODE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_SPEAKERMODE;
/*
[ENUM]
[
[DESCRIPTION]
These are speaker types defined for use with the Channel::setSpeakerLevels command.
It can also be used for speaker placement in the System::set3DSpeakerPosition command.
[REMARKS]
If you are using FMOD_SPEAKERMODE_RAW and speaker assignments are meaningless, just cast a raw integer value to this type.
For example (FMOD_SPEAKER)7 would use the 7th speaker (also the same as FMOD_SPEAKER_SIDE_RIGHT).
Values higher than this can be used if an output system has more than 8 speaker types / output channels. 15 is the current maximum.
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
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
clearer what speaker is being addressed on that platform.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
FMOD_SPEAKERMODE
Channel::setSpeakerLevels
Channel::getSpeakerLevels
System::set3DSpeakerPosition
System::get3DSpeakerPosition
]
*/
typedef enum
{
FMOD_SPEAKER_FRONT_LEFT,
FMOD_SPEAKER_FRONT_RIGHT,
FMOD_SPEAKER_FRONT_CENTER,
FMOD_SPEAKER_LOW_FREQUENCY,
FMOD_SPEAKER_BACK_LEFT,
FMOD_SPEAKER_BACK_RIGHT,
FMOD_SPEAKER_SIDE_LEFT,
FMOD_SPEAKER_SIDE_RIGHT,
FMOD_SPEAKER_MAX, /* Maximum number of speaker types supported. */
FMOD_SPEAKER_MONO = FMOD_SPEAKER_FRONT_LEFT, /* For use with FMOD_SPEAKERMODE_MONO and Channel::SetSpeakerLevels. Mapped to same value as FMOD_SPEAKER_FRONT_LEFT. */
FMOD_SPEAKER_NULL = 65535, /* A non speaker. Use this with ASIO mapping to ignore a speaker. */
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. */
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. */
FMOD_SPEAKER_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_SPEAKER;
/*
[ENUM]
[
[DESCRIPTION]
These are plugin types defined for use with the System::getNumPlugins,
System::getPluginInfo and System::unloadPlugin functions.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
System::getNumPlugins
System::getPluginInfo
System::unloadPlugin
]
*/
typedef enum
{
FMOD_PLUGINTYPE_OUTPUT, /* The plugin type is an output module. FMOD mixed audio will play through one of these devices */
FMOD_PLUGINTYPE_CODEC, /* The plugin type is a file format codec. FMOD will use these codecs to load file formats for playback. */
FMOD_PLUGINTYPE_DSP, /* The plugin type is a DSP unit. FMOD will use these plugins as part of its DSP network to apply effects to output or generate sound in realtime. */
FMOD_PLUGINTYPE_MAX, /* Maximum number of plugin types supported. */
FMOD_PLUGINTYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_PLUGINTYPE;
/*
[DEFINE]
[
[NAME]
FMOD_INITFLAGS
[DESCRIPTION]
Initialization flags. Use them with System::init in the flags parameter to change various behavior.
[REMARKS]
Use System::setAdvancedSettings to adjust settings for some of the features that are enabled by these flags.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
System::init
System::update
System::setAdvancedSettings
Channel::set3DOcclusion
]
*/
#define FMOD_INIT_NORMAL 0x00000000 /* All platforms - Initialize normally */
#define FMOD_INIT_STREAM_FROM_UPDATE 0x00000001 /* All platforms - No stream thread is created internally. Streams are driven from System::update. Mainly used with non-realtime outputs. */
#define FMOD_INIT_3D_RIGHTHANDED 0x00000002 /* All platforms - FMOD will treat +X as right, +Y as up and +Z as backwards (towards you). */
#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. */
#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. */
#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. */
#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. */
#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. */
#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. */
#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. */
#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. */
#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. */
#define FMOD_INIT_PS3_FORCE2CHLPCM 0x01000000 /* PS3 only - Force PS3 system output mode to 2 channel LPCM. */
#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. */
#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. */
#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. */
#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. */
#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. */
#define FMOD_INIT_PS3_DISABLEDTS 0x10000000 /* PS3 only - Disable DTS output mode selection */
#define FMOD_INIT_PS3_DISABLEDOLBYDIGITAL 0x20000000 /* PS3 only - Disable Dolby Digital output mode selection */
#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', but on PS3/PS4 these are mapped to 'surrounds' and 'backs'. Use this flag to swap fmod's last 2 pair of speakers on PS3/PS4 to avoid needing to do a special case for these platforms. */
#define FMOD_INIT_ASYNCREAD_FAST 0x80000000 /* All platforms - Rather than setting FMOD_ASYNCREADINFO::result, call FMOD_ASYNCREADINFO::done to enable a semaphore based wait inside fmod, rather than the older method which can incur up to 10ms delay per read. */
/* [DEFINE_END] */
/*
[ENUM]
[
[DESCRIPTION]
These definitions describe the type of song being played.
[REMARKS]
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
Sound::getFormat
]
*/
typedef enum
{
FMOD_SOUND_TYPE_UNKNOWN, /* 3rd party / unknown plugin format. */
FMOD_SOUND_TYPE_AIFF, /* AIFF. */
FMOD_SOUND_TYPE_ASF, /* Microsoft Advanced Systems Format (ie WMA/ASF/WMV). */
FMOD_SOUND_TYPE_AT3, /* Sony ATRAC 3 format */
FMOD_SOUND_TYPE_CDDA, /* Digital CD audio. */
FMOD_SOUND_TYPE_DLS, /* Sound font / downloadable sound bank. */
FMOD_SOUND_TYPE_FLAC, /* FLAC lossless codec. */
FMOD_SOUND_TYPE_FSB, /* FMOD Sample Bank. */
FMOD_SOUND_TYPE_GCADPCM, /* Nintendo GameCube/Wii ADPCM */
FMOD_SOUND_TYPE_IT, /* Impulse Tracker. */
FMOD_SOUND_TYPE_MIDI, /* MIDI. extracodecdata is a pointer to an FMOD_MIDI_EXTRACODECDATA structure. */
FMOD_SOUND_TYPE_MOD, /* Protracker / Fasttracker MOD. */
FMOD_SOUND_TYPE_MPEG, /* MP2/MP3 MPEG. */
FMOD_SOUND_TYPE_OGGVORBIS, /* Ogg vorbis. */
FMOD_SOUND_TYPE_PLAYLIST, /* Information only from ASX/PLS/M3U/WAX playlists */
FMOD_SOUND_TYPE_RAW, /* Raw PCM data. */
FMOD_SOUND_TYPE_S3M, /* ScreamTracker 3. */
FMOD_SOUND_TYPE_SF2, /* Sound font 2 format. */
FMOD_SOUND_TYPE_USER, /* User created sound. */
FMOD_SOUND_TYPE_WAV, /* Microsoft WAV. */
FMOD_SOUND_TYPE_XM, /* FastTracker 2 XM. */
FMOD_SOUND_TYPE_XMA, /* Xbox360 XMA */
FMOD_SOUND_TYPE_VAG, /* PlayStation Portable ADPCM VAG format. */
FMOD_SOUND_TYPE_AUDIOQUEUE, /* iPhone hardware decoder, supports AAC, ALAC and MP3. extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACODECDATA structure. */
FMOD_SOUND_TYPE_XWMA, /* Xbox360 XWMA */
FMOD_SOUND_TYPE_BCWAV, /* 3DS BCWAV container format for DSP ADPCM and PCM */
FMOD_SOUND_TYPE_AT9, /* NGP ATRAC 9 format */
FMOD_SOUND_TYPE_VORBIS, /* Raw vorbis */
FMOD_SOUND_TYPE_MEDIA_FOUNDATION,/* Microsoft Media Foundation wrappers, supports ASF/WMA */
FMOD_SOUND_TYPE_MAX, /* Maximum number of sound types supported. */
FMOD_SOUND_TYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_SOUND_TYPE;
/*
[ENUM]
[
[DESCRIPTION]
These definitions describe the native format of the hardware or software buffer that will be used.
[REMARKS]
This is the format the native hardware or software buffer will be or is created in.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
System::createSound
Sound::getFormat
]
*/
typedef enum
{
FMOD_SOUND_FORMAT_NONE, /* Unitialized / unknown. */
FMOD_SOUND_FORMAT_PCM8, /* 8bit integer PCM data. */
FMOD_SOUND_FORMAT_PCM16, /* 16bit integer PCM data. */
FMOD_SOUND_FORMAT_PCM24, /* 24bit integer PCM data. */
FMOD_SOUND_FORMAT_PCM32, /* 32bit integer PCM data. */
FMOD_SOUND_FORMAT_PCMFLOAT, /* 32bit floating point PCM data. */
FMOD_SOUND_FORMAT_GCADPCM, /* Compressed Nintendo 3DS/Wii DSP data. */
FMOD_SOUND_FORMAT_IMAADPCM, /* Compressed IMA ADPCM data. */
FMOD_SOUND_FORMAT_VAG, /* Compressed PlayStation Portable ADPCM data. */
FMOD_SOUND_FORMAT_HEVAG, /* Compressed PSVita ADPCM data. */
FMOD_SOUND_FORMAT_XMA, /* Compressed Xbox360 XMA data. */
FMOD_SOUND_FORMAT_MPEG, /* Compressed MPEG layer 2 or 3 data. */
FMOD_SOUND_FORMAT_CELT, /* Compressed CELT data. */
FMOD_SOUND_FORMAT_AT9, /* Compressed PSVita ATRAC9 data. */
FMOD_SOUND_FORMAT_XWMA, /* Compressed Xbox360 xWMA data. */
FMOD_SOUND_FORMAT_VORBIS, /* Compressed Vorbis data. */
FMOD_SOUND_FORMAT_MAX, /* Maximum number of sound formats supported. */
FMOD_SOUND_FORMAT_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_SOUND_FORMAT;
/*
[DEFINE]
[
[NAME]
FMOD_MODE
[DESCRIPTION]
Sound description bitfields, bitwise OR them together for loading and describing sounds.
[REMARKS]
By default a sound will open as a static sound that is decompressed fully into memory to PCM. (ie equivalent of FMOD_CREATESAMPLE)
To have a sound stream instead, use FMOD_CREATESTREAM, or use the wrapper function System::createStream.
Some opening modes (ie FMOD_OPENUSER, FMOD_OPENMEMORY, FMOD_OPENMEMORY_POINT, FMOD_OPENRAW) will need extra information.
This can be provided using the FMOD_CREATESOUNDEXINFO structure.
Specifying FMOD_OPENMEMORY_POINT will POINT to your memory rather allocating its own sound buffers and duplicating it internally.
<b><u>This means you cannot free the memory while FMOD is using it, until after Sound::release is called.</b></u>
With FMOD_OPENMEMORY_POINT, for PCM formats, only WAV, FSB, and RAW are supported. For compressed formats, only those formats supported by FMOD_CREATECOMPRESSEDSAMPLE are supported.
With FMOD_OPENMEMORY_POINT and FMOD_OPENRAW or PCM, if using them together, note that you must pad the data on each side by 16 bytes. This is so fmod can modify the ends of the data for looping/interpolation/mixing purposes. If a wav file, you will need to insert silence, and then reset loop points to stop the playback from playing that silence.
With FMOD_OPENMEMORY_POINT, For Wii/PSP FMOD_HARDWARE supports this flag for the GCADPCM/VAG formats. On other platforms FMOD_SOFTWARE must be used.
<b>Xbox 360 memory</b> On Xbox 360 Specifying FMOD_OPENMEMORY_POINT to a virtual memory address will cause FMOD_ERR_INVALID_ADDRESS
to be returned. Use physical memory only for this functionality.
FMOD_LOWMEM is used on a sound if you want to minimize the memory overhead, by having FMOD not allocate memory for certain
features that are not likely to be used in a game environment. These are :
1. Sound::getName functionality is removed. 256 bytes per sound is saved.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
System::createSound
System::createStream
Sound::setMode
Sound::getMode
Channel::setMode
Channel::getMode
Sound::set3DCustomRolloff
Channel::set3DCustomRolloff
Sound::getOpenState
]
*/
#define FMOD_DEFAULT 0x00000000 /* Default for all modes listed below. FMOD_LOOP_OFF, FMOD_2D, FMOD_HARDWARE */
#define FMOD_LOOP_OFF 0x00000001 /* For non looping sounds. (DEFAULT). Overrides FMOD_LOOP_NORMAL / FMOD_LOOP_BIDI. */
#define FMOD_LOOP_NORMAL 0x00000002 /* For forward looping sounds. */
#define FMOD_LOOP_BIDI 0x00000004 /* For bidirectional looping sounds. (only works on software mixed static sounds). */
#define FMOD_2D 0x00000008 /* Ignores any 3d processing. (DEFAULT). */
#define FMOD_3D 0x00000010 /* Makes the sound positionable in 3D. Overrides FMOD_2D. */
#define FMOD_HARDWARE 0x00000020 /* Attempts to make sounds use hardware acceleration. (DEFAULT). Note on platforms that don't support FMOD_HARDWARE (only 3DS, PS Vita, PSP, Wii and Wii U support FMOD_HARDWARE), this will be internally treated as FMOD_SOFTWARE. */
#define FMOD_SOFTWARE 0x00000040 /* Makes the sound be mixed by the FMOD CPU based software mixer. Overrides FMOD_HARDWARE. Use this for FFT, DSP, compressed sample support, 2D multi-speaker support and other software related features. */
#define FMOD_CREATESTREAM 0x00000080 /* Decompress at runtime, streaming from the source provided (ie from disk). Overrides FMOD_CREATESAMPLE and FMOD_CREATECOMPRESSEDSAMPLE. Note a stream can only be played once at a time due to a stream only having 1 stream buffer and file handle. Open multiple streams to have them play concurrently. */
#define FMOD_CREATESAMPLE 0x00000100 /* Decompress at loadtime, decompressing or decoding whole file into memory as the target sample format (ie PCM). Fastest for FMOD_SOFTWARE based playback and most flexible. */
#define FMOD_CREATECOMPRESSEDSAMPLE 0x00000200 /* Load MP2/MP3/IMAADPCM/CELT/Vorbis/AT9 or XMA into memory and leave it compressed. CELT/Vorbis/AT9 encoding only supported in the FSB file format. During playback the FMOD software mixer will decode it in realtime as a 'compressed sample'. Can only be used in combination with FMOD_SOFTWARE. Overrides FMOD_CREATESAMPLE. If the sound data is not one of the supported formats, it will behave as if it was created with FMOD_CREATESAMPLE and decode the sound into PCM. */
#define FMOD_OPENUSER 0x00000400 /* Opens a user created static sample or stream. Use FMOD_CREATESOUNDEXINFO to specify format and/or read callbacks. If a user created 'sample' is created with no read callback, the sample will be empty. Use Sound::lock and Sound::unlock to place sound data into the sound if this is the case. */
#define FMOD_OPENMEMORY 0x00000800 /* "name_or_data" will be interpreted as a pointer to memory instead of filename for creating sounds. Use FMOD_CREATESOUNDEXINFO to specify length. If used with FMOD_CREATESAMPLE or FMOD_CREATECOMPRESSEDSAMPLE, FMOD duplicates the memory into its own buffers. Your own buffer can be freed after open. If used with FMOD_CREATESTREAM, FMOD will stream out of the buffer whose pointer you passed in. In this case, your own buffer should not be freed until you have finished with and released the stream.*/
#define FMOD_OPENMEMORY_POINT 0x10000000 /* "name_or_data" will be interpreted as a pointer to memory instead of filename for creating sounds. Use FMOD_CREATESOUNDEXINFO to specify length. This differs to FMOD_OPENMEMORY in that it uses the memory as is, without duplicating the memory into its own buffers. For Wii/PSP FMOD_HARDWARE supports this flag for the GCADPCM/VAG formats. On other platforms FMOD_SOFTWARE must be used, as sound hardware on the other platforms (ie PC) cannot access main ram. Cannot be freed after open, only after Sound::release. Will not work if the data is compressed and FMOD_CREATECOMPRESSEDSAMPLE is not used. */
#define FMOD_OPENRAW 0x00001000 /* Will ignore file format and treat as raw pcm. Use FMOD_CREATESOUNDEXINFO to specify format. Requires at least defaultfrequency, numchannels and format to be specified before it will open. Must be little endian data. */
#define FMOD_OPENONLY 0x00002000 /* Just open the file, dont prebuffer or read. Good for fast opens for info, or when sound::readData is to be used. */
#define FMOD_ACCURATETIME 0x00004000 /* For System::createSound - for accurate Sound::getLength/Channel::setPosition on VBR MP3, and MOD/S3M/XM/IT/MIDI files. Scans file first, so takes longer to open. FMOD_OPENONLY does not affect this. */
#define FMOD_MPEGSEARCH 0x00008000 /* For corrupted / bad MP3 files. This will search all the way through the file until it hits a valid MPEG header. Normally only searches for 4k. */
#define FMOD_NONBLOCKING 0x00010000 /* For opening sounds and getting streamed subsounds (seeking) asyncronously. Use Sound::getOpenState to poll the state of the sound as it opens or retrieves the subsound in the background. */
#define FMOD_UNIQUE 0x00020000 /* Unique sound, can only be played one at a time */
#define FMOD_3D_HEADRELATIVE 0x00040000 /* Make the sound's position, velocity and orientation relative to the listener. */
#define FMOD_3D_WORLDRELATIVE 0x00080000 /* Make the sound's position, velocity and orientation absolute (relative to the world). (DEFAULT) */
#define FMOD_3D_INVERSEROLLOFF 0x00100000 /* This sound will follow the inverse rolloff model where mindistance = full volume, maxdistance = where sound stops attenuating, and rolloff is fixed according to the global rolloff factor. (DEFAULT) */
#define FMOD_3D_LINEARROLLOFF 0x00200000 /* This sound will follow a linear rolloff model where mindistance = full volume, maxdistance = silence. Rolloffscale is ignored. */
#define FMOD_3D_LINEARSQUAREROLLOFF 0x00400000 /* This sound will follow a linear-square rolloff model where mindistance = full volume, maxdistance = silence. Rolloffscale is ignored. */
#define FMOD_3D_CUSTOMROLLOFF 0x04000000 /* This sound will follow a rolloff model defined by Sound::set3DCustomRolloff / Channel::set3DCustomRolloff. */
#define FMOD_3D_IGNOREGEOMETRY 0x40000000 /* Is not affect by geometry occlusion. If not specified in Sound::setMode, or Channel::setMode, the flag is cleared and it is affected by geometry again. */
#define FMOD_UNICODE 0x01000000 /* Filename is double-byte unicode. */
#define FMOD_IGNORETAGS 0x02000000 /* Skips id3v2/asf/etc tag checks when opening a sound, to reduce seek/read overhead when opening files (helps with CD performance). */
#define FMOD_LOWMEM 0x08000000 /* Removes some features from samples to give a lower memory overhead, like Sound::getName. See remarks. */
#define FMOD_LOADSECONDARYRAM 0x20000000 /* Load sound into the secondary RAM of supported platform. On PS3, sounds will be loaded into RSX/VRAM. */
#define FMOD_VIRTUAL_PLAYFROMSTART 0x80000000 /* For sounds that start virtual (due to being quiet or low importance), instead of swapping back to audible, and playing at the correct offset according to time, this flag makes the sound play from the start. */
/* [DEFINE_END] */
/*
[ENUM]
[
[DESCRIPTION]
These values describe what state a sound is in after FMOD_NONBLOCKING has been used to open it.
[REMARKS]
With streams, if you are using FMOD_NONBLOCKING, note that if the user calls Sound::getSubSound, a stream will go into FMOD_OPENSTATE_SEEKING state and sound related commands will return FMOD_ERR_NOTREADY.
With streams, if you are using FMOD_NONBLOCKING, note that if the user calls Channel::getPosition, a stream will go into FMOD_OPENSTATE_SETPOSITION state and sound related commands will return FMOD_ERR_NOTREADY.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
Sound::getOpenState
FMOD_MODE
]
*/
typedef enum
{
FMOD_OPENSTATE_READY = 0, /* Opened and ready to play. */
FMOD_OPENSTATE_LOADING, /* Initial load in progress. */
FMOD_OPENSTATE_ERROR, /* Failed to open - file not found, out of memory etc. See return value of Sound::getOpenState for what happened. */
FMOD_OPENSTATE_CONNECTING, /* Connecting to remote host (internet sounds only). */
FMOD_OPENSTATE_BUFFERING, /* Buffering data. */
FMOD_OPENSTATE_SEEKING, /* Seeking to subsound and re-flushing stream buffer. */
FMOD_OPENSTATE_PLAYING, /* Ready and playing, but not possible to release at this time without stalling the main thread. */
FMOD_OPENSTATE_SETPOSITION, /* Seeking within a stream to a different position. */
FMOD_OPENSTATE_MAX, /* Maximum number of open state types. */
FMOD_OPENSTATE_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_OPENSTATE;
/*
[ENUM]
[
[DESCRIPTION]
These flags are used with SoundGroup::setMaxAudibleBehavior to determine what happens when more sounds
are played than are specified with SoundGroup::setMaxAudible.
[REMARKS]
When using FMOD_SOUNDGROUP_BEHAVIOR_MUTE, SoundGroup::setMuteFadeSpeed can be used to stop a sudden transition.
Instead, the time specified will be used to cross fade between the sounds that go silent and the ones that become audible.
[PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation Portable, PlayStation 3, Wii, iPhone, 3GS, NGP, Android
[SEE_ALSO]
SoundGroup::setMaxAudibleBehavior
SoundGroup::getMaxAudibleBehavior
SoundGroup::setMaxAudible
SoundGroup::getMaxAudible
SoundGroup::setMuteFadeSpeed
SoundGroup::getMuteFadeSpeed
]
*/
typedef enum
{
FMOD_SOUNDGROUP_BEHAVIOR_FAIL, /* Any sound played that puts the sound count over the SoundGroup::setMaxAudible setting, will simply fail during System::playSound. */
FMOD_SOUNDGROUP_BEHAVIOR_MUTE, /* Any sound played that puts the sound count over the SoundGroup::setMaxAudible setting, will be silent, then if another sound in the group stops the sound that was silent before becomes audible again. */
FMOD_SOUNDGROUP_BEHAVIOR_STEALLOWEST, /* Any sound played that puts the sound count over the SoundGroup::setMaxAudible setting, will steal the quietest / least important sound playing in the group. */
FMOD_SOUNDGROUP_BEHAVIOR_MAX, /* Maximum number of open state types. */
FMOD_SOUNDGROUP_BEHAVIOR_FORCEINT = 65536 /* Makes sure this enum is signed 32bit. */
} FMOD_SOUNDGROUP_BEHAVIOR;
/*
[ENUM]
[