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 0x00043301 #define FMOD_VERSION 0x00043302
/* /*
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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#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. */
#define FMOD_MPEGSEARCH 0x00008000 /* For corrupted / bad M P3 files. This will search all the way through the file until it hits a va lid MPEG header. Normally only searches for 4k. */ #define FMOD_MPEGSEARCH 0x00008000 /* For corrupted / bad M P3 files. This will search all the way through the file until it hits a va lid MPEG header. Normally only searches for 4k. */
#define FMOD_NONBLOCKING 0x00010000 /* For opening sounds an d getting streamed subsounds (seeking) asyncronously. Use Sound::getOpenSt ate to poll the state of the sound as it opens or retrieves the subsound in the background. */ #define FMOD_NONBLOCKING 0x00010000 /* For opening sounds an d getting streamed subsounds (seeking) asyncronously. Use Sound::getOpenSt ate to poll the state of the sound as it opens or retrieves the subsound in the background. */
#define FMOD_UNIQUE 0x00020000 /* Unique sound, can onl y be played one at a time */ #define FMOD_UNIQUE 0x00020000 /* Unique sound, can onl y be played one at a time */
#define FMOD_3D_HEADRELATIVE 0x00040000 /* Make the sound's posi tion, velocity and orientation relative to the listener. */ #define FMOD_3D_HEADRELATIVE 0x00040000 /* Make the sound's posi tion, velocity and orientation relative to the listener. */
#define FMOD_3D_WORLDRELATIVE 0x00080000 /* Make the sound's posi tion, velocity and orientation absolute (relative to the world). (DEFAULT) */ #define FMOD_3D_WORLDRELATIVE 0x00080000 /* Make the sound's posi tion, velocity and orientation absolute (relative to the world). (DEFAULT) */
#define FMOD_3D_LOGROLLOFF 0x00100000 /* This sound will follo w the standard logarithmic rolloff model where mindistance = full volume, m axdistance = where sound stops attenuating, and rolloff is fixed according to the global rolloff factor. (DEFAULT) */ #define FMOD_3D_INVERSEROLLOFF 0x00100000 /* This sound will follo w 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 follo w a linear rolloff model where mindistance = full volume, maxdistance = sil ence. Rolloffscale is ignored. */ #define FMOD_3D_LINEARROLLOFF 0x00200000 /* This sound will follo w a linear rolloff model where mindistance = full volume, maxdistance = sil ence. Rolloffscale is ignored. */
#define FMOD_3D_LINEARSQUAREROLLOFF 0x00400000 /* This sound will follo w a linear-square rolloff model where mindistance = full volume, maxdistanc e = silence. Rolloffscale is ignored. */
#define FMOD_3D_CUSTOMROLLOFF 0x04000000 /* This sound will follo w a rolloff model defined by Sound::set3DCustomRolloff / Channel::set3DCust omRolloff. */ #define FMOD_3D_CUSTOMROLLOFF 0x04000000 /* This sound will follo w a rolloff model defined by Sound::set3DCustomRolloff / Channel::set3DCust omRolloff. */
#define FMOD_3D_IGNOREGEOMETRY 0x40000000 /* Is not affect by geom etry occlusion. If not specified in Sound::setMode, or Channel::setMode, t he flag is cleared and it is affected by geometry again. */ #define FMOD_3D_IGNOREGEOMETRY 0x40000000 /* Is not affect by geom etry occlusion. If not specified in Sound::setMode, or Channel::setMode, t he flag is cleared and it is affected by geometry again. */
#define FMOD_CDDA_FORCEASPI 0x00400000 /* For CDDA sounds only
- use ASPI instead of NTSCSI to access the specified CD/DVD device. */
#define FMOD_CDDA_JITTERCORRECT 0x00800000 /* For CDDA sounds only
- perform jitter correction. Jitter correction helps produce a more accurat
e CDDA stream at the cost of more CPU time. */
#define FMOD_UNICODE 0x01000000 /* Filename is double-by te unicode. */ #define FMOD_UNICODE 0x01000000 /* Filename is double-by te unicode. */
#define FMOD_IGNORETAGS 0x02000000 /* Skips id3v2/asf/etc t ag checks when opening a sound, to reduce seek/read overhead when opening f iles (helps with CD performance). */ #define FMOD_IGNORETAGS 0x02000000 /* Skips id3v2/asf/etc t ag checks when opening a sound, to reduce seek/read overhead when opening f iles (helps with CD performance). */
#define FMOD_LOWMEM 0x08000000 /* Removes some features from samples to give a lower memory overhead, like Sound::getName. See re marks. */ #define FMOD_LOWMEM 0x08000000 /* Removes some features from samples to give a lower memory overhead, like Sound::getName. See re marks. */
#define FMOD_LOADSECONDARYRAM 0x20000000 /* Load sound into the s econdary RAM of supported platform. On PS3, sounds will be loaded into RSX/ VRAM. */ #define FMOD_LOADSECONDARYRAM 0x20000000 /* Load sound into the s econdary 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 t o audible, and playing at the correct offset according to time, this flag m akes the sound play from the start. */ #define FMOD_VIRTUAL_PLAYFROMSTART 0x80000000 /* For sounds that start virtual (due to being quiet or low importance), instead of swapping back t o audible, and playing at the correct offset according to time, this flag m akes the sound play from the start. */
/* [DEFINE_END] */ /* [DEFINE_END] */
/* /*
[ENUM] [ENUM]
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FMOD_FILE_READCALLBACK userread; /* [w] Optional. Spe cify 0 to ignore. Callback for reading from this file. */ FMOD_FILE_READCALLBACK userread; /* [w] Optional. Spe cify 0 to ignore. Callback for reading from this file. */
FMOD_FILE_SEEKCALLBACK userseek; /* [w] Optional. Spe cify 0 to ignore. Callback for seeking within this file. */ FMOD_FILE_SEEKCALLBACK userseek; /* [w] Optional. Spe cify 0 to ignore. Callback for seeking within this file. */
FMOD_FILE_ASYNCREADCALLBACK userasyncread; /* [w] Optional. Spe cify 0 to ignore. Callback for seeking within this file. */ FMOD_FILE_ASYNCREADCALLBACK userasyncread; /* [w] Optional. Spe cify 0 to ignore. Callback for seeking within this file. */
FMOD_FILE_ASYNCCANCELCALLBACK userasynccancel; /* [w] Optional. Spe cify 0 to ignore. Callback for seeking within this file. */ FMOD_FILE_ASYNCCANCELCALLBACK userasynccancel; /* [w] Optional. Spe cify 0 to ignore. Callback for seeking within this file. */
FMOD_SPEAKERMAPTYPE speakermap; /* [w] Optional. Spe cify 0 to ignore. Use this to differ the way fmod maps multichannel sounds to speakers. See FMOD_SPEAKERMAPTYPE for more. */ FMOD_SPEAKERMAPTYPE speakermap; /* [w] Optional. Spe cify 0 to ignore. Use this to differ the way fmod maps multichannel sounds to speakers. See FMOD_SPEAKERMAPTYPE for more. */
FMOD_SOUNDGROUP *initialsoundgroup; /* [w] Optional. Spe cify 0 to ignore. Specify a sound group if required, to put sound in as it is created. */ FMOD_SOUNDGROUP *initialsoundgroup; /* [w] Optional. Spe cify 0 to ignore. Specify a sound group if required, to put sound in as it is created. */
unsigned int initialseekposition;/* [w] Optional. Spe cify 0 to ignore. For streams. Specify an initial position to seek the stre am to. */ unsigned int initialseekposition;/* [w] Optional. Spe cify 0 to ignore. For streams. Specify an initial position to seek the stre am to. */
FMOD_TIMEUNIT initialseekpostype; /* [w] Optional. Spe cify 0 to ignore. For streams. Specify the time unit for the position set i n initialseekposition. */ FMOD_TIMEUNIT initialseekpostype; /* [w] Optional. Spe cify 0 to ignore. For streams. Specify the time unit for the position set i n initialseekposition. */
int ignoresetfilesystem;/* [w] Optional. Spe cify 0 to ignore. Set to 1 to use fmod's built in file system. Ignores setF ileSystem callbacks and also FMOD_CREATESOUNEXINFO file callbacks. Useful for specific cases where you don't want to use your own file system but wan t to use fmod's file system (ie net streaming). */ int ignoresetfilesystem;/* [w] Optional. Spe cify 0 to ignore. Set to 1 to use fmod's built in file system. Ignores setF ileSystem callbacks and also FMOD_CREATESOUNEXINFO file callbacks. Useful for specific cases where you don't want to use your own file system but wan t to use fmod's file system (ie net streaming). */
void *extracodecdata; /* [w] Optional. Spe cify 0 to ignore. Codec specific data. See FMOD_SOUND_TYPE for what each co dec might take here. */ void *extracodecdata; /* [w] Optional. Spe cify 0 to ignore. Codec specific data. See FMOD_SOUND_TYPE for what each co dec might take here. */
int cddaforceaspi; /* [w] Optional. Spe cify 0 to ignore. For CDDA sounds only - if non-zero use ASPI instead of NT SCSI to access the specified CD/DVD device. */
} FMOD_CREATESOUNDEXINFO; } FMOD_CREATESOUNDEXINFO;
/* /*
[STRUCTURE] [STRUCTURE]
[ [
[DESCRIPTION] [DESCRIPTION]
Structure defining a reverb environment.<br> Structure defining a reverb environment.<br>
<br> <br>
For more indepth descriptions of the reverb properties under win32, ple ase see the EAX2 and EAX3 For more indepth descriptions of the reverb properties under win32, ple ase see the EAX2 and EAX3
documentation at http://developer.creative.com/ under the 'downloads' s ection.<br> documentation at http://developer.creative.com/ under the 'downloads' s ection.<br>
 End of changes. 5 change blocks. 
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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 0x00043301 #define FMOD_EVENT_VERSION 0x00043302
/* /*
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_EVENTPROPERTY_PITCH_TONES, /* Type : float - Relative pitch of event in tones. */ FMOD_EVENTPROPERTY_PITCH_TONES, /* Type : float - Relative pitch of event in tones. */
FMOD_EVENTPROPERTY_PITCHRANDOMIZATION, /* Type : float - Random deviation in pitch of event in raw underlying units. */ FMOD_EVENTPROPERTY_PITCHRANDOMIZATION, /* Type : float - Random deviation in pitch of event in raw underlying units. */
FMOD_EVENTPROPERTY_PITCHRANDOMIZATION_OCTAVES, /* Type : float - Random deviation in pitch of event in octaves. */ FMOD_EVENTPROPERTY_PITCHRANDOMIZATION_OCTAVES, /* Type : float - Random deviation in pitch of event in octaves. */
FMOD_EVENTPROPERTY_PITCHRANDOMIZATION_SEMITONES, /* Type : float - Random deviation in pitch of event in semitones. */ FMOD_EVENTPROPERTY_PITCHRANDOMIZATION_SEMITONES, /* Type : float - Random deviation in pitch of event in semitones. */
FMOD_EVENTPROPERTY_PITCHRANDOMIZATION_TONES, /* Type : float - Random deviation in pitch of event in tones. */ FMOD_EVENTPROPERTY_PITCHRANDOMIZATION_TONES, /* Type : float - Random deviation in pitch of event in tones. */
FMOD_EVENTPROPERTY_PRIORITY, /* Type : int - Playback priority of event. */ FMOD_EVENTPROPERTY_PRIORITY, /* Type : int - Playback priority of event. */
FMOD_EVENTPROPERTY_MAX_PLAYBACKS, /* Type : int - (<b>Readonly</b>) Maximum simultaneous playbacks of event. */ FMOD_EVENTPROPERTY_MAX_PLAYBACKS, /* Type : int - (<b>Readonly</b>) Maximum simultaneous playbacks of event. */
FMOD_EVENTPROPERTY_MAX_PLAYBACKS_BEHAVIOR, /* Type : int - 1 = steal oldest, 2 = steal newest, 3 = steal quietest, 4 = just fail, 5 = just fail if quietest. */ FMOD_EVENTPROPERTY_MAX_PLAYBACKS_BEHAVIOR, /* Type : int - 1 = steal oldest, 2 = steal newest, 3 = steal quietest, 4 = just fail, 5 = just fail if quietest. */
FMOD_EVENTPROPERTY_MODE, /* Type : FMOD_MODE - Either FMOD_3D or FMOD_2D. */ FMOD_EVENTPROPERTY_MODE, /* Type : FMOD_MODE - Either FMOD_3D or FMOD_2D. */
FMOD_EVENTPROPERTY_3D_IGNORE_GEOMETRY, /* Type : int - Ignore geometry for that event. 1 = yes, 0 = no. */ FMOD_EVENTPROPERTY_3D_IGNORE_GEOMETRY, /* Type : int - Ignore geometry for that event. 1 = yes, 0 = no. */
FMOD_EVENTPROPERTY_3D_ROLLOFF, /* Type : FMOD_MODE - Either FMOD_3D_LOGROLLOFF, FMOD_3D_LINEARROLLOFF, or none for custom rol loff. */ FMOD_EVENTPROPERTY_3D_ROLLOFF, /* Type : FMOD_MODE - Either FMOD_3D_INVERSEROLLOFF, FMOD_3D_LINEARROLLOFF, FMOD_3D_LINEARSQUA REROLLOFF, or none for custom rolloff. */
FMOD_EVENTPROPERTY_3D_MINDISTANCE, /* Type : float - Minimum 3d distance of event. */ FMOD_EVENTPROPERTY_3D_MINDISTANCE, /* Type : float - Minimum 3d distance of event. */
FMOD_EVENTPROPERTY_3D_MAXDISTANCE, /* Type : float - Maximum 3d distance of event. Means different things depending on EVENT PROPERTY_3D_ROLLOFF. If event has custom rolloff, setting FMOD_EVENTPROPERT Y_3D_MAXDISTANCE will scale the range of all distance parameters in this ev ent e.g. set this property to 2.0 to double the range of all distance param eters, set it to 0.5 to halve the range of all distance parameters. */ FMOD_EVENTPROPERTY_3D_MAXDISTANCE, /* Type : float - Maximum 3d distance of event. Means different things depending on EVENT PROPERTY_3D_ROLLOFF. If event has custom rolloff, setting FMOD_EVENTPROPERT Y_3D_MAXDISTANCE will scale the range of all distance parameters in this ev ent e.g. set this property to 2.0 to double the range of all distance param eters, set it to 0.5 to halve the range of all distance parameters. */
FMOD_EVENTPROPERTY_3D_POSITION, /* Type : FMOD_MODE - Either FMOD_3D_HEADRELATIVE or FMOD_3D_WORLDRELATIVE. */ FMOD_EVENTPROPERTY_3D_POSITION, /* Type : FMOD_MODE - Either FMOD_3D_HEADRELATIVE or FMOD_3D_WORLDRELATIVE. */
FMOD_EVENTPROPERTY_3D_CONEINSIDEANGLE, /* Type : float - Event cone inside angle. 0 to 360. */ FMOD_EVENTPROPERTY_3D_CONEINSIDEANGLE, /* Type : float - Event cone inside angle. 0 to 360. */
FMOD_EVENTPROPERTY_3D_CONEOUTSIDEANGLE, /* Type : float - Event cone outside angle. 0 to 360. */ FMOD_EVENTPROPERTY_3D_CONEOUTSIDEANGLE, /* Type : float - Event cone outside angle. 0 to 360. */
FMOD_EVENTPROPERTY_3D_CONEOUTSIDEVOLUME, /* Type : float - Event cone outside volume. 0 to 1.0. */ FMOD_EVENTPROPERTY_3D_CONEOUTSIDEVOLUME, /* Type : float - Event cone outside volume. 0 to 1.0. */
FMOD_EVENTPROPERTY_3D_DOPPLERSCALE, /* Type : float - Doppler scale where 0 = no doppler, 1.0 = normal doppler, 2.0 = double d oppler etc. */ FMOD_EVENTPROPERTY_3D_DOPPLERSCALE, /* Type : float - Doppler scale where 0 = no doppler, 1.0 = normal doppler, 2.0 = double d oppler etc. */
FMOD_EVENTPROPERTY_3D_SPEAKERSPREAD, /* Type : float - Angle of spread for stereo/mutlichannel source. 0 to 360. */ FMOD_EVENTPROPERTY_3D_SPEAKERSPREAD, /* Type : float - Angle of spread for stereo/mutlichannel source. 0 to 360. */
FMOD_EVENTPROPERTY_3D_PANLEVEL, /* Type : float - 0 = sound pans according to speaker levels, 1 = sound pans according to 3D position. */ FMOD_EVENTPROPERTY_3D_PANLEVEL, /* Type : float - 0 = sound pans according to speaker levels, 1 = sound pans according to 3D position. */
FMOD_EVENTPROPERTY_SPEAKER_L, /* Type : float - 2D event volume for front left speaker. */ FMOD_EVENTPROPERTY_SPEAKER_L, /* Type : float - 2D event volume for front left speaker. */
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[PLATFORMS] [PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3 Win32, Win64, Linux, Linux64, Macintosh, Xbox, Xbox360, PlayStation 2, GameCube, PlayStation Portable, PlayStation 3
[SEE_ALSO] [SEE_ALSO]
MusicSystem::getInfo MusicSystem::getInfo
] ]
*/ */
typedef struct FMOD_MUSIC_INFO typedef struct FMOD_MUSIC_INFO
{ {
FMOD_BOOL starving; /* [out] True if any streams i FMOD_BOOL starving; /* [out] True if any stream
n the music system are starving. */ s in the music system are starving. */
FMOD_BOOL all_samples_loaded; /* [out] True if all non-st
reaming samples in the music system are loaded, false otherwise. */
} FMOD_MUSIC_INFO; } FMOD_MUSIC_INFO;
/* /*
[STRUCTURE] [STRUCTURE]
[ [
[DESCRIPTION] [DESCRIPTION]
Structure used to hold information about music system entites. Structure used to hold information about music system entites.
[REMARKS] [REMARKS]
 End of changes. 3 change blocks. 
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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 0x00043301 #define FMOD_EVENT_NET_VERSION 0x00043302
/* /*
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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