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 0x00043307 #define FMOD_VERSION 0x00043308
/* /*
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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typedef FMOD_RESULT (F_CALLBACK *FMOD_SOUND_PCMREADCALLBACK)(FMOD_SOUND *so und, void *data, unsigned int datalen); typedef FMOD_RESULT (F_CALLBACK *FMOD_SOUND_PCMREADCALLBACK)(FMOD_SOUND *so und, void *data, unsigned int datalen);
typedef FMOD_RESULT (F_CALLBACK *FMOD_SOUND_PCMSETPOSCALLBACK)(FMOD_SOUND * sound, int subsound, unsigned int position, FMOD_TIMEUNIT postype); typedef FMOD_RESULT (F_CALLBACK *FMOD_SOUND_PCMSETPOSCALLBACK)(FMOD_SOUND * sound, int subsound, unsigned int position, FMOD_TIMEUNIT postype);
typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_OPENCALLBACK) (const char *n ame, int unicode, unsigned int *filesize, void **handle, void **userdata); typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_OPENCALLBACK) (const char *n ame, int unicode, unsigned int *filesize, void **handle, void **userdata);
typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_CLOSECALLBACK) (void *handle, void *userdata); typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_CLOSECALLBACK) (void *handle, void *userdata);
typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_READCALLBACK) (void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread, void *userd ata); typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_READCALLBACK) (void *handle, void *buffer, unsigned int sizebytes, unsigned int *bytesread, void *userd ata);
typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_SEEKCALLBACK) (void *handle, unsigned int pos, void *userdata); typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_SEEKCALLBACK) (void *handle, unsigned int pos, void *userdata);
typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_ASYNCREADCALLBACK)(FMOD_ASYNCREA DINFO *info, void *userdata); typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_ASYNCREADCALLBACK)(FMOD_ASYNCREA DINFO *info, void *userdata);
typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_ASYNCCANCELCALLBACK)(void *handl e, void *userdata); typedef FMOD_RESULT (F_CALLBACK *FMOD_FILE_ASYNCCANCELCALLBACK)(void *handl e, void *userdata);
typedef void * (F_CALLBACK *FMOD_MEMORY_ALLOCCALLBACK) (unsigned int typedef void * (F_CALLBACK *FMOD_MEMORY_ALLOCCALLBACK) (unsigned int
size, FMOD_MEMORY_TYPE type); size, FMOD_MEMORY_TYPE type, const char *sourcestr);
typedef void * (F_CALLBACK *FMOD_MEMORY_REALLOCCALLBACK)(void *ptr, un typedef void * (F_CALLBACK *FMOD_MEMORY_REALLOCCALLBACK)(void *ptr, un
signed int size, FMOD_MEMORY_TYPE type); signed int size, FMOD_MEMORY_TYPE type, const char *sourcestr);
typedef void (F_CALLBACK *FMOD_MEMORY_FREECALLBACK) (void *ptr, FM typedef void (F_CALLBACK *FMOD_MEMORY_FREECALLBACK) (void *ptr, FM
OD_MEMORY_TYPE type); OD_MEMORY_TYPE type, const char *sourcestr);
typedef float (F_CALLBACK *FMOD_3D_ROLLOFFCALLBACK) (FMOD_CHANNEL *channel, float distance); typedef float (F_CALLBACK *FMOD_3D_ROLLOFFCALLBACK) (FMOD_CHANNEL *channel, float distance);
/* /*
[ENUM] [ENUM]
[ [
[DESCRIPTION] [DESCRIPTION]
List of windowing methods used in spectrum analysis to reduce leakage / transient signals intefering with the analysis.<br> List of windowing methods used in spectrum analysis to reduce leakage / transient signals intefering with the analysis.<br>
This is a problem with analysis of continuous signals that only have a small portion of the signal sample (the fft window size).<br> This is a problem with analysis of continuous signals that only have a small portion of the signal sample (the fft window size).<br>
Windowing the signal with a curve or triangle tapers the sides of the f ft window to help alleviate this problem. Windowing the signal with a curve or triangle tapers the sides of the f ft window to help alleviate this problem.
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The numerical values listed below are the maximum, minimum and default values for each variable respectively.<br> The numerical values listed below are the maximum, minimum and default values for each variable respectively.<br>
<br> <br>
<b>SUPPORTED</b> next to each parameter means the platform the paramete r can be set on. Some platforms support all parameters and some don't.<br> <b>SUPPORTED</b> next to each parameter means the platform the paramete r can be set on. Some platforms support all parameters and some don't.<br>
EAX means hardware reverb on FMOD_OUTPUTTYPE_DSOUND on windows only ( must use FMOD_HARDWARE), on soundcards that support EAX 1 to 4.<br> EAX means hardware reverb on FMOD_OUTPUTTYPE_DSOUND on windows only ( must use FMOD_HARDWARE), on soundcards that support EAX 1 to 4.<br>
EAX4 means hardware reverb on FMOD_OUTPUTTYPE_DSOUND on windows only ( must use FMOD_HARDWARE), on soundcards that support EAX 4.<br> EAX4 means hardware reverb on FMOD_OUTPUTTYPE_DSOUND on windows only ( must use FMOD_HARDWARE), on soundcards that support EAX 4.<br>
I3DL2 means hardware reverb on FMOD_OUTPUTTYPE_DSOUND on windows only ( must use FMOD_HARDWARE), on soundcards that support I3DL2 non EAX native re verb.<br> I3DL2 means hardware reverb on FMOD_OUTPUTTYPE_DSOUND on windows only ( must use FMOD_HARDWARE), on soundcards that support I3DL2 non EAX native re verb.<br>
WII means Nintendo Wii hardware reverb (must use FMOD_HARDWARE).<br> WII means Nintendo Wii hardware reverb (must use FMOD_HARDWARE).<br>
PS2 means Playstation 2 hardware reverb (must use FMOD_HARDWARE).<br> PS2 means Playstation 2 hardware reverb (must use FMOD_HARDWARE).<br>
SFX means FMOD SFX software reverb. This works on any platform that uses FMOD_SOFTWARE for loading sounds.<br> SFX means FMOD SFX software reverb. This works on any platform that uses FMOD_SOFTWARE for loading sounds.<br>
<br> <br>
Nintendo Wii Notes:<br>
This structure supports only limited parameters, and maps them to the W
ii hardware reverb as follows.<br>
DecayTime = 'time'<br>
ReverbDelay = 'predelay'<br>
ModulationDepth = 'damping'<br>
Reflections = 'coloration'<br>
EnvDiffusion = 'crosstalk'<br>
Room = 'mix'<br>
<br>
Members marked with [r] mean the variable is modified by FMOD and is fo r reading purposes only. Do not change this value.<br> Members marked with [r] mean the variable is modified by FMOD and is fo r reading purposes only. Do not change this value.<br>
Members marked with [w] mean the variable can be written to. The user can set the value.<br> Members marked with [w] mean the variable can be written to. The user can set the value.<br>
Members marked with [r/w] are either read or write depending on if you are using System::setReverbProperties (w) or System::getReverbProperties (r ). Members marked with [r/w] are either read or write depending on if you are using System::setReverbProperties (w) or System::getReverbProperties (r ).
[PLATFORMS] [PLATFORMS]
Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation 2, PlaySt ation Portable, PlayStation 3, Wii, iPhone Win32, Win64, Linux, Linux64, Macintosh, Xbox360, PlayStation 2, PlaySt ation Portable, PlayStation 3, Wii, iPhone
[SEE_ALSO] [SEE_ALSO]
System::setReverbProperties System::setReverbProperties
System::getReverbProperties System::getReverbProperties
FMOD_REVERB_PRESETS FMOD_REVERB_PRESETS
FMOD_REVERB_FLAGS FMOD_REVERB_FLAGS
] ]
*/ */
typedef struct FMOD_REVERB_PROPERTIES typedef struct FMOD_REVERB_PROPERTIES
{ /* MIN MAX DEFAULT DESCR IPTION */ { /* MIN MAX DEFAULT DESCR IPTION */
int Instance; /* [w] 0 , 3 , 0 , Envir onment Instance. Simultaneous HW reverbs are possible on some platforms. (S UPPORTED:EAX4/SFX(4 instances) and Wii (3 instances)) */ int Instance; /* [w] 0 , 3 , 0 , Envir onment Instance. Simultaneous HW reverbs are possible on some platforms. (S UPPORTED:EAX4/SFX(4 instances) and Wii (3 instances)) */
int Environment; /* [r/w] -1 , 25 , -1 , sets all listener properties. -1 = OFF. (S UPPORTED:EAX/PS2) */ int Environment; /* [r/w] -1 , 25 , -1 , sets all listener properties. -1 = OFF. (S UPPORTED:EAX/PS2) */
float EnvSize; /* [r/w] 1.0 , 100.0 , 7.5 , envir onment size in meters (S UPPORTED:EAX) */ float EnvSize; /* [r/w] 1.0 , 100.0 , 7.5 , envir onment size in meters (S UPPORTED:EAX) */
float EnvDiffusion; /* [r/w] 0.0 , 1.0 , 1.0 , envir float EnvDiffusion; /* [r/w] 0.0 , 1.0 , 1.0 , envir
onment diffusion (S onment diffusion (S
UPPORTED:EAX) */ UPPORTED:EAX/WII) */
int Room; /* [r/w] -10000, 0 , -1000 , room int Room; /* [r/w] -10000, 0 , -1000 , room
effect level (at mid frequencies) (S effect level (at mid frequencies) (S
UPPORTED:EAX/I3DL2/SFX) */ UPPORTED:EAX/I3DL2/SFX/WII) */
int RoomHF; /* [r/w] -10000, 0 , -100 , relat ive room effect level at high frequencies (S UPPORTED:EAX/I3DL2/SFX) */ int RoomHF; /* [r/w] -10000, 0 , -100 , relat ive room effect level at high frequencies (S UPPORTED:EAX/I3DL2/SFX) */
int RoomLF; /* [r/w] -10000, 0 , 0 , relat ive room effect level at low frequencies (S UPPORTED:EAX/SFX) */ int RoomLF; /* [r/w] -10000, 0 , 0 , relat ive room effect level at low frequencies (S UPPORTED:EAX/SFX) */
float DecayTime; /* [r/w] 0.1 , 20.0 , 1.49 , rever beration decay time at mid frequencies (S UPPORTED:EAX/I3DL2/SFX) */ float DecayTime; /* [r/w] 0.1 , 20.0 , 1.49 , rever beration decay time at mid frequencies (S UPPORTED:EAX/I3DL2/SFX/WII) */
float DecayHFRatio; /* [r/w] 0.1 , 2.0 , 0.83 , high- frequency to mid-frequency decay time ratio (S UPPORTED:EAX/I3DL2/SFX) */ float DecayHFRatio; /* [r/w] 0.1 , 2.0 , 0.83 , high- frequency to mid-frequency decay time ratio (S UPPORTED:EAX/I3DL2/SFX) */
float DecayLFRatio; /* [r/w] 0.1 , 2.0 , 1.0 , low-f requency to mid-frequency decay time ratio (S UPPORTED:EAX) */ float DecayLFRatio; /* [r/w] 0.1 , 2.0 , 1.0 , low-f requency to mid-frequency decay time ratio (S UPPORTED:EAX) */
int Reflections; /* [r/w] -10000, 1000 , -2602 , early reflections level relative to room effect (S UPPORTED:EAX/I3DL2/SFX) */ int Reflections; /* [r/w] -10000, 1000 , -2602 , early reflections level relative to room effect (S UPPORTED:EAX/I3DL2/SFX/WII) */
float ReflectionsDelay; /* [r/w] 0.0 , 0.3 , 0.007 , initi al reflection delay time (S UPPORTED:EAX/I3DL2/SFX) */ float ReflectionsDelay; /* [r/w] 0.0 , 0.3 , 0.007 , initi al reflection delay time (S UPPORTED:EAX/I3DL2/SFX) */
float ReflectionsPan[3]; /* [r/w] , , [0,0,0], early reflections panning vector (S UPPORTED:EAX) */ float ReflectionsPan[3]; /* [r/w] , , [0,0,0], early reflections panning vector (S UPPORTED:EAX) */
int Reverb; /* [r/w] -10000, 2000 , 200 , late reverberation level relative to room effect (S UPPORTED:EAX/I3DL2/SFX) */ int Reverb; /* [r/w] -10000, 2000 , 200 , late reverberation level relative to room effect (S UPPORTED:EAX/I3DL2/SFX) */
float ReverbDelay; /* [r/w] 0.0 , 0.1 , 0.011 , late reverberation delay time relative to initial reflection (S UPPORTED:EAX/I3DL2/SFX) */ float ReverbDelay; /* [r/w] 0.0 , 0.1 , 0.011 , late reverberation delay time relative to initial reflection (S UPPORTED:EAX/I3DL2/SFX/WII) */
float ReverbPan[3]; /* [r/w] , , [0,0,0], late reverberation panning vector (S UPPORTED:EAX) */ float ReverbPan[3]; /* [r/w] , , [0,0,0], late reverberation panning vector (S UPPORTED:EAX) */
float EchoTime; /* [r/w] .075 , 0.25 , 0.25 , echo time (S UPPORTED:EAX/PS2(FMOD_PRESET_PS2_ECHO/FMOD_PRESET_PS2_DELAY only) */ float EchoTime; /* [r/w] .075 , 0.25 , 0.25 , echo time (S UPPORTED:EAX/PS2(FMOD_PRESET_PS2_ECHO/FMOD_PRESET_PS2_DELAY only) */
float EchoDepth; /* [r/w] 0.0 , 1.0 , 0.0 , echo depth (S UPPORTED:EAX/PS2(FMOD_PRESET_PS2_ECHO only) */ float EchoDepth; /* [r/w] 0.0 , 1.0 , 0.0 , echo depth (S UPPORTED:EAX/PS2(FMOD_PRESET_PS2_ECHO only) */
float ModulationTime; /* [r/w] 0.04 , 4.0 , 0.25 , modul ation time (S UPPORTED:EAX) */ float ModulationTime; /* [r/w] 0.04 , 4.0 , 0.25 , modul ation time (S UPPORTED:EAX) */
float ModulationDepth; /* [r/w] 0.0 , 1.0 , 0.0 , modul ation depth (S UPPORTED:EAX) */ float ModulationDepth; /* [r/w] 0.0 , 1.0 , 0.0 , modul ation depth (S UPPORTED:EAX/WII) */
float AirAbsorptionHF; /* [r/w] -100 , 0.0 , -5.0 , chang e in level per meter at high frequencies (S UPPORTED:EAX) */ float AirAbsorptionHF; /* [r/w] -100 , 0.0 , -5.0 , chang e in level per meter at high frequencies (S UPPORTED:EAX) */
float HFReference; /* [r/w] 1000.0, 20000 , 5000.0 , refer ence high frequency (hz) (S UPPORTED:EAX/I3DL2/SFX) */ float HFReference; /* [r/w] 1000.0, 20000 , 5000.0 , refer ence high frequency (hz) (S UPPORTED:EAX/I3DL2/SFX) */
float LFReference; /* [r/w] 20.0 , 1000.0, 250.0 , refer ence low frequency (hz) (S UPPORTED:EAX/SFX) */ float LFReference; /* [r/w] 20.0 , 1000.0, 250.0 , refer ence low frequency (hz) (S UPPORTED:EAX/SFX) */
float RoomRolloffFactor; /* [r/w] 0.0 , 10.0 , 0.0 , like rolloffscale in System::set3DSettings but for reverb room size effect (S UPPORTED:EAX/I3DL2) */ float RoomRolloffFactor; /* [r/w] 0.0 , 10.0 , 0.0 , like rolloffscale in System::set3DSettings but for reverb room size effect (S UPPORTED:EAX/I3DL2) */
float Diffusion; /* [r/w] 0.0 , 100.0 , 100.0 , Value that controls the echo density in the late reverberation decay. (S UPPORTED:I3DL2/SFX) */ float Diffusion; /* [r/w] 0.0 , 100.0 , 100.0 , Value that controls the echo density in the late reverberation decay. (S UPPORTED:I3DL2/SFX) */
float Density; /* [r/w] 0.0 , 100.0 , 100.0 , Value that controls the modal density in the late reverberation decay (S UPPORTED:I3DL2/SFX) */ float Density; /* [r/w] 0.0 , 100.0 , 100.0 , Value that controls the modal density in the late reverberation decay (S UPPORTED:I3DL2/SFX) */
unsigned int Flags; /* [r/w] FMOD_REVERB_FLAGS - modifies t he behavior of above properties (S UPPORTED:EAX/PS2/WII) */ unsigned int Flags; /* [r/w] FMOD_REVERB_FLAGS - modifies t he behavior of above properties (S UPPORTED:EAX/PS2/WII) */
} FMOD_REVERB_PROPERTIES; } FMOD_REVERB_PROPERTIES;
/* /*
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17 lines changed or deleted 27 lines changed or added


 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 0x00043307 #define FMOD_EVENT_VERSION 0x00043308
/* /*
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;
 End of changes. 1 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 0x00043307 #define FMOD_EVENT_NET_VERSION 0x00043308
/* /*
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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