/** * NativeFmod Project * * Want to use FMOD API (www.fmod.org) in the Java language ? NativeFmod is made for you. * Copyright � 2004-2007 J�r�me JOUVIE (Jouvieje) * * Created on 28 avr. 2004 * @version NativeFmod v3.4 (for FMOD v3.75) * @author J�r�me JOUVIE (Jouvieje) * * * WANT TO CONTACT ME ? * E-mail : * jerome.jouvie@gmail.com * My web sites : * http://jerome.jouvie.free.fr/ * * * INTRODUCTION * Fmod is an API (Application Programming Interface) that allow you to use music * and creating sound effects with a lot of sort of musics. * Fmod is at : * http://www.fmod.org/ * The reason of this project is that Fmod can't be used in Java direcly, so I've created * NativeFmod project. * * * GNU LESSER GENERAL PUBLIC LICENSE * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Lesser General Public License * as published by the Free Software Foundation; either version 2.1 of the License, * or (at your option) any later version. * * This library is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; * without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. * See the GNU Lesser General Public License for more details. * * You should have received a copy of the GNU Lesser General Public License * along with this library; if not, write to the * Free Software Foundation, Inc., * 59 Temple Place, Suite 330, * Boston, MA 02111-1307 USA */ package org.jouvieje.Fmod.Defines; /** * 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. */ public interface FSOUND_INIT_FLAGS { /**Win32 only - Causes MIDI playback to force software decoding.*/ public final static int FSOUND_INIT_USEDEFAULTMIDISYNTH = 0x0001; /**Win32 only - For DirectSound output - sound is not muted when window is out of focus.*/ public final static 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 final static int FSOUND_INIT_ENABLESYSTEMCHANNELFX = 0x0004; /**This latency adjusts FSOUND_GetCurrentLevels, but incurs a small cpu and memory hit*/ public final static int FSOUND_INIT_ACCURATEVULEVELS = 0x0008; /**PS2 only - Disable reverb on CORE 0 (SPU2 voices 00-23) to regain SRAM*/ public final static int FSOUND_INIT_PS2_DISABLECORE0REVERB = 0x0010; /**PS2 only - Disable reverb on CORE 1 (SPU2 voices 24-47) to regain SRAM*/ public final static 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 final static int FSOUND_INIT_PS2_SWAPDMACORES = 0x0040; /**Callbacks are not latency adjusted, and are called at mix time. Also information functions are immediate*/ public final static int FSOUND_INIT_DONTLATENCYADJUST = 0x0080; /**GC only - Initializes GC audio libraries*/ public final static int FSOUND_INIT_GC_INITLIBS = 0x0100; /**Turns off fmod streamer thread, and makes streaming update from FSOUND_Update called by the user*/ public final static int FSOUND_INIT_STREAM_FROM_MAIN_THREAD = 0x0200; /**PS2 only - Turns on volume ramping system to remove hardware clicks.*/ public final static int FSOUND_INIT_PS2_USEVOLUMERAMPING = 0x0400; /**Win32 only - For DirectSound output. 3D commands are batched together and executed at FSOUND_Update.*/ public final static 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 final static 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 final static int FSOUND_INIT_DSOUND_HRTF_FULL = 0x2000; /** XBox only - By default directsound attenuates all sound by 6db to avoid clipping/distortion.<BR>CAUTION. If you use this flag you are responsible for the final mix to make sure clipping / distortion doesn't happen. */ public final static int FSOUND_INIT_XBOX_REMOVEHEADROOM = 0x4000; /** PSP only - If streams skip / stutter when device is powered on, either increase stream buffersize, or use this flag instead to play silence while the UMD is recovering. */ public final static int FSOUND_INIT_PSP_SILENCEONUNDERRUN = 0x8000; }