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+/* ========================================================================================== */
+/* FMOD Main header file. Copyright (c), Firelight Technologies Pty, Ltd 1999-2002. */
+/* ========================================================================================== */
+
+#ifndef _FMOD_H_
+#define _FMOD_H_
+
+/* ========================================================================================== */
+/* DEFINITIONS */
+/* ========================================================================================== */
+
+#if !defined(WIN32) || (defined(__GNUC__) && defined(WIN32))
+ #ifndef _cdecl
+ #define _cdecl
+ #endif
+ #ifndef _stdcall
+ #define _stdcall
+ #endif
+#endif
+
+#define F_API _stdcall
+
+#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 3.6f
+
+/*
+ FMOD defined types
+*/
+typedef struct FSOUND_SAMPLE FSOUND_SAMPLE;
+typedef struct FSOUND_STREAM FSOUND_STREAM;
+typedef struct FSOUND_DSPUNIT FSOUND_DSPUNIT;
+typedef struct FMUSIC_MODULE FMUSIC_MODULE;
+
+/*
+ Callback types
+*/
+typedef void * (_cdecl *FSOUND_DSPCALLBACK) (void *originalbuffer, void *newbuffer, int length, int param);
+typedef signed char (_cdecl *FSOUND_STREAMCALLBACK) (FSOUND_STREAM *stream, void *buff, int len, int param);
+typedef void * (_cdecl *FSOUND_ALLOCCALLBACK) (unsigned int size);
+typedef void * (_cdecl *FSOUND_REALLOCCALLBACK)(void *ptr, unsigned int size);
+typedef void (_cdecl *FSOUND_FREECALLBACK) (void *ptr);
+typedef unsigned int(_cdecl *FSOUND_OPENCALLBACK) (const char *name);
+typedef void (_cdecl *FSOUND_CLOSECALLBACK) (unsigned int handle);
+typedef int (_cdecl *FSOUND_READCALLBACK) (void *buffer, int size, unsigned int handle);
+typedef int (_cdecl *FSOUND_SEEKCALLBACK) (unsigned int handle, int pos, signed char mode);
+typedef int (_cdecl *FSOUND_TELLCALLBACK) (unsigned int handle);
+typedef void (_cdecl *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. not supported any more. */
+
+ 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 SoundMager driver */
+};
+
+
+/*
+[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 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 only - MONO non interpolating/low quality mixer. For speed*/
+ FSOUND_MIXER_QUALITY_MONO, /* CE/PS2 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 */
+};
+
+
+/*
+[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 */
+#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.
+
+ FSOUND_LOOP_OFF
+ FSOUND_LOOP_NORMAL
+ FSOUND_LOOP_BIDI
+ FSOUND_HW3D
+ FSOUND_2D
+ FSOUND_STREAMABLE
+ FSOUND_LOADMEMORY
+ FSOUND_LOADRAW
+ FSOUND_MPEGACCURATE
+
+ 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_OpenFile - for accurate FSOUND_Stream_GetLengthMs/FSOUND_Stream_SetTime. WARNING, see FSOUND_Stream_OpenFile 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_XADPCM 0x00400000 /* For XBOX only - Describes a user sample that its contents are compressed as XADPCM */
+#define FSOUND_VAG 0x00800000 /* For PS2 only - Describes a user sample that its contents are compressed as Sony VAG format */
+#define FSOUND_NONBLOCKING 0x01000000 /* For FSOUND_Stream_OpenFile - Causes stream to open in the background and not block the foreground app - stream functions only work when ready. Poll any stream function determine when it IS ready. */
+
+#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.
+ 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_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 only) */
+ float EchoDepth; /* 0.0 , 1.0 , 0.0 , echo depth (win32 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_Listener_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 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) */
+ 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.
+
+ [SEE_ALSO]
+ FSOUND_SetSpeakerMode
+]
+*/
+enum FSOUND_SPEAKERMODES
+{
+ FSOUND_SPEAKERMODE_DOLBYDIGITAL, /* The audio is played through a speaker arrangement of surround speakers with a subwoofer. */
+ 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 /* (XBOX Only) The audio is played through a speaker arrangement of surround speakers with a subwoofer. */
+};
+
+
+/*
+[DEFINE_START]
+[
+ [NAME]
+ FSOUND_INIT_FLAGS
+
+ [DESCRIPTION]
+ Initialization flags. Use them with FSOUND_Init in the flags parameter to change various behaviour.
+
+ FSOUND_INIT_ENABLEOUTPUTFX 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 0x01 /* Causes MIDI playback to force software decoding. */
+#define FSOUND_INIT_GLOBALFOCUS 0x02 /* For DirectSound output - sound is not muted when window is out of focus. */
+#define FSOUND_INIT_ENABLEOUTPUTFX 0x04 /* For DirectSound output - Allows FSOUND_FX api to be used on global software mixer output! */
+#define FSOUND_INIT_ACCURATEVULEVELS 0x08 /* This latency adjusts FSOUND_GetCurrentLevels, but incurs a small cpu and memory hit */
+#define FSOUND_INIT_DISABLE_CORE0_REVERB 0x10 /* PS2 only - Disable reverb on CORE 0 to regain SRAM */
+#define FSOUND_INIT_DISABLE_CORE1_REVERB 0x20 /* PS2 only - Disable reverb on CORE 1 to regain SRAM */
+/* [DEFINE_END] */
+
+
+
+
+/* ========================================================================================== */
+/* 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_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 signed 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 int F_API FSOUND_GetNumHardwareChannels();
+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 memlength);
+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_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 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 unsigned int F_API FSOUND_Sample_GetMode(FSOUND_SAMPLE *sptr);
+
+/* ============================ */
+/* 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);
+
+/*
+ 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_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);
+
+
+/* =================== */
+/* 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_ENABLEOUTPUTFX 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 fx); /* See FSOUND_FX_MODES */
+DLL_API signed char F_API FSOUND_FX_Disable(int channel);
+
+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);
+
+/* =================== */
+/* 3D sound functions. */
+/* =================== */
+
+/*
+ See also FSOUND_Sample_SetMinMaxDistance (above)
+*/
+
+DLL_API void F_API FSOUND_3D_Update(); /* you must call this once a frame */
+DLL_API signed char F_API FSOUND_3D_SetAttributes(int channel, float *pos, float *vel);
+DLL_API signed char F_API FSOUND_3D_GetAttributes(int channel, float *pos, float *vel);
+DLL_API void F_API FSOUND_3D_Listener_SetAttributes(float *pos, 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_SetDopplerFactor(float scale);
+DLL_API void F_API FSOUND_3D_Listener_SetDistanceFactor(float scale);
+DLL_API void F_API FSOUND_3D_Listener_SetRolloffFactor(float scale);
+
+/* ========================= */
+/* File Streaming functions. */
+/* ========================= */
+
+/*
+ Note : Use FSOUND_LOADMEMORY flag with FSOUND_Stream_OpenFile to stream from memory.
+ Use FSOUND_LOADRAW flag with FSOUND_Stream_OpenFile to treat stream as raw pcm data.
+ Use FSOUND_MPEGACCURATE flag with FSOUND_Stream_OpenFile 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_OpenFile(const char *filename, unsigned int mode, int memlength);
+DLL_API FSOUND_STREAM * F_API FSOUND_Stream_Create(FSOUND_STREAMCALLBACK callback, int length, unsigned int mode, int samplerate, int userdata);
+DLL_API int F_API FSOUND_Stream_Play(int channel, FSOUND_STREAM *stream);
+DLL_API int F_API FSOUND_Stream_PlayEx(int channel, FSOUND_STREAM *stream, FSOUND_DSPUNIT *dsp, signed char startpaused);
+
+DLL_API signed char F_API FSOUND_Stream_Stop(FSOUND_STREAM *stream);
+DLL_API signed char F_API FSOUND_Stream_Close(FSOUND_STREAM *stream);
+DLL_API signed char F_API FSOUND_Stream_SetEndCallback(FSOUND_STREAM *stream, FSOUND_STREAMCALLBACK callback, int userdata);
+DLL_API signed char F_API FSOUND_Stream_SetSynchCallback(FSOUND_STREAM *stream, FSOUND_STREAMCALLBACK callback, int userdata);
+DLL_API FSOUND_SAMPLE * F_API FSOUND_Stream_GetSample(FSOUND_STREAM *stream); /* every stream contains a sample to playback on */
+DLL_API FSOUND_DSPUNIT *F_API FSOUND_Stream_CreateDSP(FSOUND_STREAM *stream, FSOUND_DSPCALLBACK callback, int priority, int param);
+
+DLL_API signed char F_API FSOUND_Stream_SetPosition(FSOUND_STREAM *stream, unsigned int position);
+DLL_API unsigned int F_API FSOUND_Stream_GetPosition(FSOUND_STREAM *stream);
+DLL_API signed char F_API FSOUND_Stream_SetTime(FSOUND_STREAM *stream, int ms);
+DLL_API int F_API FSOUND_Stream_GetTime(FSOUND_STREAM *stream);
+DLL_API int F_API FSOUND_Stream_GetLength(FSOUND_STREAM *stream);
+DLL_API int F_API FSOUND_Stream_GetLengthMs(FSOUND_STREAM *stream);
+
+/* =================== */
+/* CD audio functions. */
+/* =================== */
+
+/*
+ Note : 0 = default cdrom. Otherwise specify the drive letter, for example. 'D'.
+*/
+
+DLL_API signed char F_API FSOUND_CD_Play(char drive, int track);
+DLL_API void F_API FSOUND_CD_SetPlayMode(char drive, signed char mode);
+DLL_API signed char F_API FSOUND_CD_Stop(char drive);
+DLL_API signed char F_API FSOUND_CD_SetPaused(char drive, signed char paused);
+DLL_API signed char F_API FSOUND_CD_SetVolume(char drive, int volume);
+DLL_API signed char F_API FSOUND_CD_Eject(char drive);
+
+DLL_API signed char F_API FSOUND_CD_GetPaused(char drive);
+DLL_API int F_API FSOUND_CD_GetTrack(char drive);
+DLL_API int F_API FSOUND_CD_GetNumTracks(char drive);
+DLL_API int F_API FSOUND_CD_GetVolume(char drive);
+DLL_API int F_API FSOUND_CD_GetTrackLength(char drive, int track);
+DLL_API int F_API FSOUND_CD_GetTrackTime(char drive);
+
+/* ============== */
+/* DSP functions. */
+/* ============== */
+
+/*
+ DSP Unit control and information functions.
+ These functions allow you access to the mixed stream that FMOD uses to play back sound on.
+*/
+
+DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_Create(FSOUND_DSPCALLBACK callback, int priority, int param);
+DLL_API void F_API FSOUND_DSP_Free(FSOUND_DSPUNIT *unit);
+DLL_API void F_API FSOUND_DSP_SetPriority(FSOUND_DSPUNIT *unit, int priority);
+DLL_API int F_API FSOUND_DSP_GetPriority(FSOUND_DSPUNIT *unit);
+DLL_API void F_API FSOUND_DSP_SetActive(FSOUND_DSPUNIT *unit, signed char active);
+DLL_API signed char F_API FSOUND_DSP_GetActive(FSOUND_DSPUNIT *unit);
+
+/*
+ Functions to get hold of FSOUND 'system DSP unit' handles.
+*/
+
+DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetClearUnit();
+DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetSFXUnit();
+DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetMusicUnit();
+DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetFFTUnit();
+DLL_API FSOUND_DSPUNIT *F_API FSOUND_DSP_GetClipAndCopyUnit();
+
+/*
+ Miscellaneous DSP functions
+ Note for the spectrum analysis function to work, you have to enable the FFT DSP unit with
+ the following code FSOUND_DSP_SetActive(FSOUND_DSP_GetFFTUnit(), TRUE);
+ It is off by default to save cpu usage.
+*/
+
+DLL_API signed char F_API FSOUND_DSP_MixBuffers(void *destbuffer, void *srcbuffer, int len, int freq, int vol, int pan, unsigned int mode);
+DLL_API void F_API FSOUND_DSP_ClearMixBuffer();
+DLL_API int F_API FSOUND_DSP_GetBufferLength(); /* Length of each DSP update */
+DLL_API int F_API FSOUND_DSP_GetBufferLengthTotal(); /* Total buffer length due to FSOUND_SetBufferSize */
+DLL_API float * F_API FSOUND_DSP_GetSpectrum(); /* Array of 512 floats - call FSOUND_DSP_SetActive(FSOUND_DSP_GetFFTUnit(), TRUE)) for this to work. */
+
+/* ========================================================================== */
+/* Reverb functions. (eax2/eax3 reverb) (NOT SUPPORTED IN LINUX/CE) */
+/* ========================================================================== */
+
+/*
+ See top of file for definitions and information on the reverb parameters.
+*/
+
+DLL_API signed char F_API FSOUND_Reverb_SetProperties(FSOUND_REVERB_PROPERTIES *prop);
+DLL_API signed char F_API FSOUND_Reverb_GetProperties(FSOUND_REVERB_PROPERTIES *prop);
+DLL_API signed char F_API FSOUND_Reverb_SetChannelProperties(int channel, FSOUND_REVERB_CHANNELPROPERTIES *prop);
+DLL_API signed char F_API FSOUND_Reverb_GetChannelProperties(int channel, FSOUND_REVERB_CHANNELPROPERTIES *prop);
+
+/* ================================================ */
+/* Recording functions (NOT SUPPORTED IN LINUX/MAC) */
+/* ================================================ */
+
+/*
+ Recording initialization functions
+*/
+
+DLL_API signed char F_API FSOUND_Record_SetDriver(int outputtype);
+DLL_API int F_API FSOUND_Record_GetNumDrivers();
+DLL_API signed char * F_API FSOUND_Record_GetDriverName(int id);
+DLL_API int F_API FSOUND_Record_GetDriver();
+
+/*
+ Recording functionality. Only one recording session will work at a time.
+*/
+
+DLL_API signed char F_API FSOUND_Record_StartSample(FSOUND_SAMPLE *sptr, signed char loop);
+DLL_API signed char F_API FSOUND_Record_Stop();
+DLL_API int F_API FSOUND_Record_GetPosition();
+
+/* ========================================================================================== */
+/* FMUSIC API (MOD,S3M,XM,IT,MIDI PLAYBACK) */
+/* ========================================================================================== */
+
+/*
+ Song management / playback functions.
+*/
+
+DLL_API FMUSIC_MODULE * F_API FMUSIC_LoadSong(const char *name);
+DLL_API FMUSIC_MODULE * F_API FMUSIC_LoadSongMemory(void *data, int length);
+DLL_API signed char F_API FMUSIC_FreeSong(FMUSIC_MODULE *mod);
+DLL_API signed char F_API FMUSIC_PlaySong(FMUSIC_MODULE *mod);
+DLL_API signed char F_API FMUSIC_StopSong(FMUSIC_MODULE *mod);
+DLL_API void F_API FMUSIC_StopAllSongs();
+
+DLL_API signed char F_API FMUSIC_SetZxxCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback);
+DLL_API signed char F_API FMUSIC_SetRowCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback, int rowstep);
+DLL_API signed char F_API FMUSIC_SetOrderCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback, int orderstep);
+DLL_API signed char F_API FMUSIC_SetInstCallback(FMUSIC_MODULE *mod, FMUSIC_CALLBACK callback, int instrument);
+
+DLL_API signed char F_API FMUSIC_SetSample(FMUSIC_MODULE *mod, int sampno, FSOUND_SAMPLE *sptr);
+DLL_API signed char F_API FMUSIC_OptimizeChannels(FMUSIC_MODULE *mod, int maxchannels, int minvolume);
+
+/*
+ Runtime song functions.
+*/
+
+DLL_API signed char F_API FMUSIC_SetReverb(signed char reverb); /* MIDI only */
+DLL_API signed char F_API FMUSIC_SetLooping(FMUSIC_MODULE *mod, signed char looping);
+DLL_API signed char F_API FMUSIC_SetOrder(FMUSIC_MODULE *mod, int order);
+DLL_API signed char F_API FMUSIC_SetPaused(FMUSIC_MODULE *mod, signed char pause);
+DLL_API signed char F_API FMUSIC_SetMasterVolume(FMUSIC_MODULE *mod, int volume);
+DLL_API signed char F_API FMUSIC_SetMasterSpeed(FMUSIC_MODULE *mode, float speed);
+DLL_API signed char F_API FMUSIC_SetPanSeperation(FMUSIC_MODULE *mod, float pansep);
+
+/*
+ Static song information functions.
+*/
+
+DLL_API char * F_API FMUSIC_GetName(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetType(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetNumOrders(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetNumPatterns(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetNumInstruments(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetNumSamples(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetNumChannels(FMUSIC_MODULE *mod);
+DLL_API FSOUND_SAMPLE * F_API FMUSIC_GetSample(FMUSIC_MODULE *mod, int sampno);
+DLL_API int F_API FMUSIC_GetPatternLength(FMUSIC_MODULE *mod, int orderno);
+
+/*
+ Runtime song information.
+*/
+
+DLL_API signed char F_API FMUSIC_IsFinished(FMUSIC_MODULE *mod);
+DLL_API signed char F_API FMUSIC_IsPlaying(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetMasterVolume(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetGlobalVolume(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetOrder(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetPattern(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetSpeed(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetBPM(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetRow(FMUSIC_MODULE *mod);
+DLL_API signed char F_API FMUSIC_GetPaused(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetTime(FMUSIC_MODULE *mod);
+DLL_API int F_API FMUSIC_GetRealChannel(FMUSIC_MODULE *mod, int modchannel);
+
+#ifdef __cplusplus
+}
+#endif
+
+#endif