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From: Brian M. <ma...@us...> - 2005-05-10 22:31:18
|
Update of /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/fmod3 In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv11807/src/java/org/lwjgl/fmod3 Modified Files: FSound.java Log Message: added missing enums Index: FSound.java =================================================================== RCS file: /cvsroot/java-game-lib/LWJGL/src/java/org/lwjgl/fmod3/FSound.java,v retrieving revision 1.12 retrieving revision 1.13 diff -u -d -r1.12 -r1.13 --- FSound.java 16 Oct 2004 01:01:10 -0000 1.12 +++ FSound.java 10 May 2005 22:31:09 -0000 1.13 @@ -351,6 +351,94 @@ /** Stream has suffered a fatal error */ public static final int FSOUND_STREAM_NET_ERROR = 4; + + public static final int FSOUND_FX_CHORUS = 0; + public static final int FSOUND_FX_COMPRESSOR = 1; + public static final int FSOUND_FX_DISTORTION = 2; + public static final int FSOUND_FX_ECHO = 3; + public static final int FSOUND_FX_FLANGER = 4; + public static final int FSOUND_FX_GARGLE = 5; + public static final int FSOUND_FX_I3DL2REVERB = 6; + public static final int FSOUND_FX_PARAMEQ = 7; + public static final int FSOUND_FX_WAVES_REVERB = 8; + public static final int FSOUND_FX_MAX = 9; + + /** Dolby Digital Output (XBOX or PC only). */ + public static final int FSOUND_SPEAKERMODE_DOLBYDIGITAL = 0; + + /** The speakers are headphones. */ + public static final int FSOUND_SPEAKERMODE_HEADPHONES = 1; + + /** The speakers are monaural. */ + public static final int FSOUND_SPEAKERMODE_MONO = 2; + + /** The speakers are quadraphonic. */ + public static final int FSOUND_SPEAKERMODE_QUAD = 3; + + /** The speakers are stereo (default value). */ + public static final int FSOUND_SPEAKERMODE_STEREO = 4; + + /** The speakers are surround sound. */ + public static final int FSOUND_SPEAKERMODE_SURROUND = 5; + + /** DTS output (XBOX only). */ + public static final int FSOUND_SPEAKERMODE_DTS = 6; + + /** Dolby Prologic 2. Playstation 2 and Gamecube only. PlayStation 2 doesnt support interior panning, but supports 48 voices simultaneously. */ + public static final int FSOUND_SPEAKERMODE_PROLOGIC2 = 7; + + /* Dolby Prologic 2. Playstation 2 and Gamecube only. PlayStation 2 does support interior panning, but only supports 24 voices simultaneously. */ + public static final int FSOUND_SPEAKERMODE_PROLOGIC2_INTERIOR = 8; + + /** Win32 only - Causes MIDI playback to force software decoding. */ + public static final int FSOUND_INIT_USEDEFAULTMIDISYNTH = 0x0001; + + /** Win32 only - For DirectSound output - sound is not muted when window is out of focus. */ + public static final int FSOUND_INIT_GLOBALFOCUS = 0x0002; + + /** Win32 only - For DirectSound output - Allows FSOUND_FX api to be used on global software mixer output! (use FSOUND_SYSTEMCHANNEL as channel id) */ + public static final int FSOUND_INIT_ENABLESYSTEMCHANNELFX = 0x0004; + + /** This latency adjusts FSOUND_GetCurrentLevels, but incurs a small cpu and memory hit */ + public static final int FSOUND_INIT_ACCURATEVULEVELS = 0x0008; + + /** PS2 only - Disable reverb on CORE 0 to regain SRAM */ + public static final int FSOUND_INIT_PS2_DISABLECORE0REVERB = 0x0010; + + /** PS2 only - Disable reverb on CORE 1 to regain SRAM */ + public static final int FSOUND_INIT_PS2_DISABLECORE1REVERB = 0x0020; + + /** PS2 only - By default FMOD uses DMA CH0 for mixing, CH1 for uploads, this flag swaps them around */ + public static final int FSOUND_INIT_PS2_SWAPDMACORES = 0x0040; + + /** Callbacks are not latency adjusted, and are called at mix time. Also information functions are immediate */ + public static final int FSOUND_INIT_DONTLATENCYADJUST = 0x0080; + + /** GC only - Initializes GC audio libraries */ + public static final int FSOUND_INIT_GC_INITLIBS = 0x0100; + + /** Turns off fmod streamer thread, and makes streaming update from FSOUND_Update called by the user */ + public static final int FSOUND_INIT_STREAM_FROM_MAIN_THREAD = 0x0200; + + /** PS2 only - Turns on volume ramping system to remove hardware clicks. */ + public static final int FSOUND_INIT_PS2_USEVOLUMERAMPING = 0x0400; + + /** Win32 only - For DirectSound output. 3D commands are batched together and executed at FSOUND_Update. */ + public static final int FSOUND_INIT_DSOUND_DEFERRED = 0x0800; + + /** Win32 only - For DirectSound output. FSOUND_HW3D buffers use a slightly higher quality algorithm when 3d hardware acceleration is not present. */ + public static final int FSOUND_INIT_DSOUND_HRTF_LIGHT = 0x1000; + + /** Win32 only - For DirectSound output. FSOUND_HW3D buffers use full quality 3d playback when 3d hardware acceleration is not present. */ + public static final int FSOUND_INIT_DSOUND_HRTF_FULL = 0x2000; + + public static final int FSOUND_PROTOCOL_SHOUTCAST = 0x00000001; + public static final int FSOUND_PROTOCOL_ICECAST = 0x00000002; + public static final int FSOUND_PROTOCOL_HTTP = 0x00000004; + public static final int FSOUND_FORMAT_MPEG = 0x00010000; + public static final int FSOUND_FORMAT_OGGVORBIS = 0x00020000; + + // Pre Initialization / Initialization / Enumeration // ====================================================== |