fmod.h   fmod.h 
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/* ======================================================================== ==================== */ /* ======================================================================== ==================== */
#ifndef _FMOD_H #ifndef _FMOD_H
#define _FMOD_H #define _FMOD_H
/* /*
FMOD version number. Check this against FMOD::System::getVersion. FMOD version number. Check this against FMOD::System::getVersion.
0xaaaabbcc -> aaaa = major version number. bb = minor version number. cc = development version number. 0xaaaabbcc -> aaaa = major version number. bb = minor version number. cc = development version number.
*/ */
#define FMOD_VERSION 0x00042805 #define FMOD_VERSION 0x00042806
/* /*
Compiler specific settings. Compiler specific settings.
*/ */
#if defined(__CYGWIN32__) #if defined(__CYGWIN32__)
#define F_CDECL __cdecl #define F_CDECL __cdecl
#define F_STDCALL __stdcall #define F_STDCALL __stdcall
#define F_DECLSPEC __declspec #define F_DECLSPEC __declspec
#define F_DLLEXPORT ( dllexport ) #define F_DLLEXPORT ( dllexport )
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System::createStream System::createStream
Sound::setMode Sound::setMode
Sound::getMode Sound::getMode
Channel::setMode Channel::setMode
Channel::getMode Channel::getMode
Sound::set3DCustomRolloff Sound::set3DCustomRolloff
Channel::set3DCustomRolloff Channel::set3DCustomRolloff
Sound::getOpenState Sound::getOpenState
] ]
*/ */
#define FMOD_DEFAULT 0x00000000 /* FMOD_DEFAULT is a def ault sound type. Equivalent to all the defaults listed below. FMOD_LOOP_O FF, FMOD_2D, FMOD_HARDWARE. */ #define FMOD_DEFAULT 0x00000000 /* FMOD_DEFAULT is a def ault sound type. Equivalent to all the defaults listed below. FMOD_LOOP_O FF, FMOD_2D, FMOD_HARDWARE. (Note - only Windows with a high spec soundcar d, PS2, PSP, and Wii support FMOD_HARDWARE) */
#define FMOD_LOOP_OFF 0x00000001 /* For non looping sound s. (DEFAULT). Overrides FMOD_LOOP_NORMAL / FMOD_LOOP_BIDI. */ #define FMOD_LOOP_OFF 0x00000001 /* For non looping sound s. (DEFAULT). Overrides FMOD_LOOP_NORMAL / FMOD_LOOP_BIDI. */
#define FMOD_LOOP_NORMAL 0x00000002 /* For forward looping s ounds. */ #define FMOD_LOOP_NORMAL 0x00000002 /* For forward looping s ounds. */
#define FMOD_LOOP_BIDI 0x00000004 /* For bidirectional loo ping sounds. (only works on software mixed static sounds). */ #define FMOD_LOOP_BIDI 0x00000004 /* For bidirectional loo ping sounds. (only works on software mixed static sounds). */
#define FMOD_2D 0x00000008 /* Ignores any 3d proces sing. (DEFAULT). */ #define FMOD_2D 0x00000008 /* Ignores any 3d proces sing. (DEFAULT). */
#define FMOD_3D 0x00000010 /* Makes the sound posit ionable in 3D. Overrides FMOD_2D. */ #define FMOD_3D 0x00000010 /* Makes the sound posit ionable in 3D. Overrides FMOD_2D. */
#define FMOD_HARDWARE 0x00000020 /* Attempts to make soun ds use hardware acceleration. (DEFAULT). */ #define FMOD_HARDWARE 0x00000020 /* Attempts to make soun ds use hardware acceleration. (DEFAULT). Note on platforms that don't supp ort FMOD_HARDWARE (only Windows with a high spec soundcard, PS2, PSP, and W ii support FMOD_HARDWARE), this will be internally treated as FMOD_SOFTWARE . */
#define FMOD_SOFTWARE 0x00000040 /* Makes the sound be mi xed by the FMOD CPU based software mixer. Overrides FMOD_HARDWARE. Use th is for FFT, DSP, compressed sample support, 2D multi-speaker support and ot her software related features. */ #define FMOD_SOFTWARE 0x00000040 /* Makes the sound be mi xed by the FMOD CPU based software mixer. Overrides FMOD_HARDWARE. Use th is for FFT, DSP, compressed sample support, 2D multi-speaker support and ot her software related features. */
#define FMOD_CREATESTREAM 0x00000080 /* Decompress at runtime , streaming from the source provided (ie from disk). Overrides FMOD_CREATE SAMPLE and FMOD_CREATECOMPRESSEDSAMPLE. Note a stream can only be played o nce 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_CREATESTREAM 0x00000080 /* Decompress at runtime , streaming from the source provided (ie from disk). Overrides FMOD_CREATE SAMPLE and FMOD_CREATECOMPRESSEDSAMPLE. Note a stream can only be played o nce 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 loadtim e, decompressing or decoding whole file into memory as the target sample fo rmat (ie PCM). Fastest for FMOD_SOFTWARE based playback and most flexible. */ #define FMOD_CREATESAMPLE 0x00000100 /* Decompress at loadtim e, decompressing or decoding whole file into memory as the target sample fo rmat (ie PCM). Fastest for FMOD_SOFTWARE based playback and most flexible. */
#define FMOD_CREATECOMPRESSEDSAMPLE 0x00000200 /* Load MP2, MP3, IMAADP CM or XMA into memory and leave it compressed. During playback the FMOD so ftware 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 ADPCM, MPEG or XMA it will behave as if it was cre ated with FMOD_CREATESAMPLE and decode the sound into PCM. */ #define FMOD_CREATECOMPRESSEDSAMPLE 0x00000200 /* Load MP2, MP3, IMAADP CM or XMA into memory and leave it compressed. During playback the FMOD so ftware 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 ADPCM, MPEG or XMA it will behave as if it was cre ated 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/o r read callbacks. If a user created 'sample' is created with no read callb ack, 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_OPENUSER 0x00000400 /* Opens a user created static sample or stream. Use FMOD_CREATESOUNDEXINFO to specify format and/o r read callbacks. If a user created 'sample' is created with no read callb ack, 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 b e interpreted as a pointer to memory instead of filename for creating sound s. Use FMOD_CREATESOUNDEXINFO to specify length. If used with FMOD_CREATE SAMPLE or FMOD_CREATECOMPRESSEDSAMPLE, FMOD duplicates the memory into its own buffers. Your own buffer can be freed after open. If used with FMOD_C REATESTREAM, 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 finishe d with and released the stream.*/ #define FMOD_OPENMEMORY 0x00000800 /* "name_or_data" will b e interpreted as a pointer to memory instead of filename for creating sound s. Use FMOD_CREATESOUNDEXINFO to specify length. If used with FMOD_CREATE SAMPLE or FMOD_CREATECOMPRESSEDSAMPLE, FMOD duplicates the memory into its own buffers. Your own buffer can be freed after open. If used with FMOD_C REATESTREAM, 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 finishe d with and released the stream.*/
#define FMOD_OPENMEMORY_POINT 0x10000000 /* "name_or_data" will b e interpreted as a pointer to memory instead of filename for creating sound s. Use FMOD_CREATESOUNDEXINFO to specify length. This differs to FMOD_OPE NMEMORY in that it uses the memory as is, without duplicating the memory in to its own buffers. For Wii/PSP FMOD_HARDWARE supports this flag for the G CADPCM/VAG formats. On other platforms FMOD_SOFTWARE must be used, as soun d hardware on the other platforms (ie PC) cannot access main ram. Cannot b e freed after open, only after Sound::release. Will not work if the data is compressed and FMOD_CREATECOMPRESSEDSAMPLE is not used. */ #define FMOD_OPENMEMORY_POINT 0x10000000 /* "name_or_data" will b e interpreted as a pointer to memory instead of filename for creating sound s. Use FMOD_CREATESOUNDEXINFO to specify length. This differs to FMOD_OPE NMEMORY in that it uses the memory as is, without duplicating the memory in to its own buffers. For Wii/PSP FMOD_HARDWARE supports this flag for the G CADPCM/VAG formats. On other platforms FMOD_SOFTWARE must be used, as soun d hardware on the other platforms (ie PC) cannot access main ram. Cannot b e 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 form at and treat as raw pcm. Use FMOD_CREATESOUNDEXINFO to specify format. Re quires at least defaultfrequency, numchannels and format to be specified be fore it will open. Must be little endian data. */ #define FMOD_OPENRAW 0x00001000 /* Will ignore file form at and treat as raw pcm. Use FMOD_CREATESOUNDEXINFO to specify format. Re quires at least defaultfrequency, numchannels and format to be specified be fore it will open. Must be little endian data. */
#define FMOD_OPENONLY 0x00002000 /* Just open the file, d ont prebuffer or read. Good for fast opens for info, or when sound::readDa ta is to be used. */ #define FMOD_OPENONLY 0x00002000 /* Just open the file, d ont prebuffer or read. Good for fast opens for info, or when sound::readDa ta is to be used. */
#define FMOD_ACCURATETIME 0x00004000 /* For System::createSou nd - 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_OPE NONLY does not affect this. */ #define FMOD_ACCURATETIME 0x00004000 /* For System::createSou nd - 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_OPE NONLY does not affect this. */
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 fmod_event.h   fmod_event.h 
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#ifndef _FMOD_H #ifndef _FMOD_H
#include "fmod.h" #include "fmod.h"
#endif #endif
/* /*
FMOD EventSystem version number. Check this against FMOD::EventSystem: :getVersion. FMOD EventSystem version number. Check this against FMOD::EventSystem: :getVersion.
0xaaaabbcc -> aaaa = major version number. bb = minor version number. cc = development version number. 0xaaaabbcc -> aaaa = major version number. bb = minor version number. cc = development version number.
*/ */
#define FMOD_EVENT_VERSION 0x00042805 #define FMOD_EVENT_VERSION 0x00042806
/* /*
FMOD event types FMOD event types
*/ */
typedef struct FMOD_EVENTSYSTEM FMOD_EVENTSYSTEM; typedef struct FMOD_EVENTSYSTEM FMOD_EVENTSYSTEM;
typedef struct FMOD_EVENTPROJECT FMOD_EVENTPROJECT; typedef struct FMOD_EVENTPROJECT FMOD_EVENTPROJECT;
typedef struct FMOD_EVENTGROUP FMOD_EVENTGROUP; typedef struct FMOD_EVENTGROUP FMOD_EVENTGROUP;
typedef struct FMOD_EVENTCATEGORY FMOD_EVENTCATEGORY; typedef struct FMOD_EVENTCATEGORY FMOD_EVENTCATEGORY;
typedef struct FMOD_EVENT FMOD_EVENT; typedef struct FMOD_EVENT FMOD_EVENT;
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 fmod_event_net.h   fmod_event_net.h 
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#define __FMOD_EVENT_NET_H__ #define __FMOD_EVENT_NET_H__
#ifndef __FMOD_EVENT_H__ #ifndef __FMOD_EVENT_H__
#include "fmod_event.h" #include "fmod_event.h"
#endif #endif
/* /*
FMOD NetEventSystem version number. Check this against NetEventSystem_ GetVersion. FMOD NetEventSystem version number. Check this against NetEventSystem_ GetVersion.
0xaaaabbcc -> aaaa = major version number. bb = minor version number. cc = development version number. 0xaaaabbcc -> aaaa = major version number. bb = minor version number. cc = development version number.
*/ */
#define FMOD_EVENT_NET_VERSION 0x00042805 #define FMOD_EVENT_NET_VERSION 0x00042806
/* /*
Default port that the target (game) will listen on Default port that the target (game) will listen on
*/ */
#define FMOD_EVENT_NET_PORT 17997 #define FMOD_EVENT_NET_PORT 17997
#ifdef __cplusplus #ifdef __cplusplus
extern "C" extern "C"
{ {
#endif #endif
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