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 0x00044010 #define FMOD_VERSION 0x00044100
/* /*
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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FMOD_SOUND_TYPE_SF2, /* Sound font 2 format. */ FMOD_SOUND_TYPE_SF2, /* Sound font 2 format. */
FMOD_SOUND_TYPE_USER, /* User created sound. */ FMOD_SOUND_TYPE_USER, /* User created sound. */
FMOD_SOUND_TYPE_WAV, /* Microsoft WAV. */ FMOD_SOUND_TYPE_WAV, /* Microsoft WAV. */
FMOD_SOUND_TYPE_XM, /* FastTracker 2 XM. */ FMOD_SOUND_TYPE_XM, /* FastTracker 2 XM. */
FMOD_SOUND_TYPE_XMA, /* Xbox360 XMA */ FMOD_SOUND_TYPE_XMA, /* Xbox360 XMA */
FMOD_SOUND_TYPE_VAG, /* PlayStation Portable ADPCM VAG form at. */ FMOD_SOUND_TYPE_VAG, /* PlayStation Portable ADPCM VAG form at. */
FMOD_SOUND_TYPE_AUDIOQUEUE, /* iPhone hardware decoder, supports A AC, ALAC and MP3. extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACO DECDATA structure. */ FMOD_SOUND_TYPE_AUDIOQUEUE, /* iPhone hardware decoder, supports A AC, ALAC and MP3. extracodecdata is a pointer to an FMOD_AUDIOQUEUE_EXTRACO DECDATA structure. */
FMOD_SOUND_TYPE_XWMA, /* Xbox360 XWMA */ FMOD_SOUND_TYPE_XWMA, /* Xbox360 XWMA */
FMOD_SOUND_TYPE_BCWAV, /* 3DS BCWAV container format for DSP ADPCM and PCM */ FMOD_SOUND_TYPE_BCWAV, /* 3DS BCWAV container format for DSP ADPCM and PCM */
FMOD_SOUND_TYPE_AT9, /* NGP ATRAC 9 format */ FMOD_SOUND_TYPE_AT9, /* NGP ATRAC 9 format */
FMOD_SOUND_TYPE_VORBIS, /* Raw vorbis */
FMOD_SOUND_TYPE_MAX, /* Maximum number of sound types suppo rted. */ FMOD_SOUND_TYPE_MAX, /* Maximum number of sound types suppo rted. */
FMOD_SOUND_TYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bi t. */ FMOD_SOUND_TYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32bi t. */
} FMOD_SOUND_TYPE; } FMOD_SOUND_TYPE;
/* /*
[ENUM] [ENUM]
[ [
[DESCRIPTION] [DESCRIPTION]
These definitions describe the native format of the hardware or softwar e buffer that will be used. These definitions describe the native format of the hardware or softwar e buffer that will be used.
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FMOD_SOUND_FORMAT_PCMFLOAT, /* 32bit floating point PCM data. * / FMOD_SOUND_FORMAT_PCMFLOAT, /* 32bit floating point PCM data. * /
FMOD_SOUND_FORMAT_GCADPCM, /* Compressed Nintendo 3DS/Wii DSP data. */ FMOD_SOUND_FORMAT_GCADPCM, /* Compressed Nintendo 3DS/Wii DSP data. */
FMOD_SOUND_FORMAT_IMAADPCM, /* Compressed IMA ADPCM data. */ FMOD_SOUND_FORMAT_IMAADPCM, /* Compressed IMA ADPCM data. */
FMOD_SOUND_FORMAT_VAG, /* Compressed PlayStation Portable ADPCM data. */ FMOD_SOUND_FORMAT_VAG, /* Compressed PlayStation Portable ADPCM data. */
FMOD_SOUND_FORMAT_HEVAG, /* Compressed PSVita ADPCM data. */ FMOD_SOUND_FORMAT_HEVAG, /* Compressed PSVita ADPCM data. */
FMOD_SOUND_FORMAT_XMA, /* Compressed Xbox360 XMA data. */ FMOD_SOUND_FORMAT_XMA, /* Compressed Xbox360 XMA data. */
FMOD_SOUND_FORMAT_MPEG, /* Compressed MPEG layer 2 or 3 dat a. */ FMOD_SOUND_FORMAT_MPEG, /* Compressed MPEG layer 2 or 3 dat a. */
FMOD_SOUND_FORMAT_CELT, /* Compressed CELT data. */ FMOD_SOUND_FORMAT_CELT, /* Compressed CELT data. */
FMOD_SOUND_FORMAT_AT9, /* Compressed PSVita ATRAC9 data. * / FMOD_SOUND_FORMAT_AT9, /* Compressed PSVita ATRAC9 data. * /
FMOD_SOUND_FORMAT_XWMA, /* Compressed Xbox360 xWMA data. */ FMOD_SOUND_FORMAT_XWMA, /* Compressed Xbox360 xWMA data. */
FMOD_SOUND_FORMAT_VORBIS, /* Compressed Vorbis data. */
FMOD_SOUND_FORMAT_MAX, /* Maximum number of sound formats supported. */ FMOD_SOUND_FORMAT_MAX, /* Maximum number of sound formats supported. */
FMOD_SOUND_FORMAT_FORCEINT = 65536 /* Makes sure this enum is signed 3 2bit. */ FMOD_SOUND_FORMAT_FORCEINT = 65536 /* Makes sure this enum is signed 3 2bit. */
} FMOD_SOUND_FORMAT; } FMOD_SOUND_FORMAT;
/* /*
[DEFINE] [DEFINE]
[ [
[NAME] [NAME]
FMOD_MODE FMOD_MODE
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FMOD_MODE FMOD_MODE
] ]
*/ */
typedef struct FMOD_ADVANCEDSETTINGS typedef struct FMOD_ADVANCEDSETTINGS
{ {
int cbsize; /* [w] Size of this struc ture. Use sizeof(FMOD_ADVANCEDSETTINGS) NOTE: This must be set before cal ling System::getAdvancedSettings! */ int cbsize; /* [w] Size of this struc ture. Use sizeof(FMOD_ADVANCEDSETTINGS) NOTE: This must be set before cal ling System::getAdvancedSettings! */
int maxMPEGcodecs; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_CREATECOMPRESSEDSAMPLE only. Mpeg codecs c onsume 21,684 bytes per instance and this number will determine how many mp eg channels can be played simultaneously. Default = 32. */ int maxMPEGcodecs; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_CREATECOMPRESSEDSAMPLE only. Mpeg codecs c onsume 21,684 bytes per instance and this number will determine how many mp eg channels can be played simultaneously. Default = 32. */
int maxADPCMcodecs; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_CREATECOMPRESSEDSAMPLE only. ADPCM codecs c onsume 2,136 bytes per instance and this number will determine how many AD PCM channels can be played simultaneously. Default = 32. */ int maxADPCMcodecs; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_CREATECOMPRESSEDSAMPLE only. ADPCM codecs c onsume 2,136 bytes per instance and this number will determine how many AD PCM channels can be played simultaneously. Default = 32. */
int maxXMAcodecs; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_CREATECOMPRESSEDSAMPLE only. XMA codecs c onsume 14,836 bytes per instance and this number will determine how many XM A channels can be played simultaneously. Default = 32. */ int maxXMAcodecs; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_CREATECOMPRESSEDSAMPLE only. XMA codecs c onsume 14,836 bytes per instance and this number will determine how many XM A channels can be played simultaneously. Default = 32. */
int maxCELTcodecs; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_CREATECOMPRESSEDSAMPLE only. CELT codecs c onsume 11,500 bytes per instance and this number will determine how many CE LT channels can be played simultaneously. Default = 32. */ int maxCELTcodecs; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_CREATECOMPRESSEDSAMPLE only. CELT codecs c onsume 11,500 bytes per instance and this number will determine how many CE LT channels can be played simultaneously. Default = 32. */
int maxVORBIScodecs; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_CREATECOMPRESSEDSAMPLE only. Vorbis codecs consume 12,000 bytes per instance and this number will determine how many V orbis channels can be played simultaneously. Default = 32. */
int maxPCMcodecs; /* [r/w] Optional. Specify 0 to ignore. For use with PS3 only. PCM codecs c onsume 12,672 bytes per instance and this number will determine how many st reams and PCM voices can be played simultaneously. Default = 16. */ int maxPCMcodecs; /* [r/w] Optional. Specify 0 to ignore. For use with PS3 only. PCM codecs c onsume 12,672 bytes per instance and this number will determine how many st reams and PCM voices can be played simultaneously. Default = 16. */
int ASIONumChannels; /* [r/w] Optional. Specify 0 to ignore. Number of channels available on the ASIO device. */ int ASIONumChannels; /* [r/w] Optional. Specify 0 to ignore. Number of channels available on the ASIO device. */
char **ASIOChannelList; /* [r/w] Optional. Specify 0 to ignore. Pointer to an array of strings (number of entries defined by A SIONumChannels) with ASIO channel names. */ char **ASIOChannelList; /* [r/w] Optional. Specify 0 to ignore. Pointer to an array of strings (number of entries defined by A SIONumChannels) with ASIO channel names. */
FMOD_SPEAKER *ASIOSpeakerList; /* [r/w] Optional. Specify 0 to ignore. Pointer to a list of speakers that the ASIO channels map to. This can be called after System::init to remap ASIO output. */ FMOD_SPEAKER *ASIOSpeakerList; /* [r/w] Optional. Specify 0 to ignore. Pointer to a list of speakers that the ASIO channels map to. This can be called after System::init to remap ASIO output. */
int max3DReverbDSPs; /* [r/w] Optional. Specify 0 to ignore. The max number of 3d reverb DSP's in the system. (NOTE: CURREN TLY DISABLED / UNUSED) */ int max3DReverbDSPs; /* [r/w] Optional. Specify 0 to ignore. The max number of 3d reverb DSP's in the system. (NOTE: CURREN TLY DISABLED / UNUSED) */
float HRTFMinAngle; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_INIT_HRTF_LOWPASS. The angle range (0-360) of a 3D sound in relation to the listener, at which the HRTF function begin s to have an effect. 0 = in front of the listener. 180 = from 90 degrees to the left of the listener to 90 degrees to the right. 360 = behind the list ener. Default = 180.0. */ float HRTFMinAngle; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_INIT_HRTF_LOWPASS. The angle range (0-360) of a 3D sound in relation to the listener, at which the HRTF function begin s to have an effect. 0 = in front of the listener. 180 = from 90 degrees to the left of the listener to 90 degrees to the right. 360 = behind the list ener. Default = 180.0. */
float HRTFMaxAngle; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_INIT_HRTF_LOWPASS. The angle range (0-360) of a 3D sound in relation to the listener, at which the HRTF function has m aximum effect. 0 = front of the listener. 180 = from 90 degrees to the left of the listener to 90 degrees to the right. 360 = behind the listener. Def ault = 360.0. */ float HRTFMaxAngle; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_INIT_HRTF_LOWPASS. The angle range (0-360) of a 3D sound in relation to the listener, at which the HRTF function has m aximum effect. 0 = front of the listener. 180 = from 90 degrees to the left of the listener to 90 degrees to the right. 360 = behind the listener. Def ault = 360.0. */
float HRTFFreq; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_INIT_HRTF_LOWPASS. The cutoff frequency of the HRTF's lowpass filter function when at maximum effect. (i.e. at HRTFMax Angle). Default = 4000.0. */ float HRTFFreq; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_INIT_HRTF_LOWPASS. The cutoff frequency of the HRTF's lowpass filter function when at maximum effect. (i.e. at HRTFMax Angle). Default = 4000.0. */
float vol0virtualvol; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_INIT_VOL0_BECOMES_VIRTUAL. If this flag is used, and the volume is 0.0, then the sound will become virtual. Use this value to raise the threshold to a different point where a sound goes virtua l. */ float vol0virtualvol; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD_INIT_VOL0_BECOMES_VIRTUAL. If this flag is used, and the volume is 0.0, then the sound will become virtual. Use this value to raise the threshold to a different point where a sound goes virtua l. */
int eventqueuesize; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD Event system only. Specifies the number of slots available for simultaneous non blocking loads, across all threads. D efault = 32. */ int eventqueuesize; /* [r/w] Optional. Specify 0 to ignore. For use with FMOD Event system only. Specifies the number of slots available for simultaneous non blocking loads, across all threads. D efault = 32. */
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 fmod_dsp.h   fmod_dsp.h 
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FMOD_DSP_TYPE_VSTPLUGIN, /* This unit allows the use of Steinb erg VST plugins */ FMOD_DSP_TYPE_VSTPLUGIN, /* This unit allows the use of Steinb erg VST plugins */
FMOD_DSP_TYPE_WINAMPPLUGIN, /* This unit allows the use of Nullso ft Winamp plugins */ FMOD_DSP_TYPE_WINAMPPLUGIN, /* This unit allows the use of Nullso ft Winamp plugins */
FMOD_DSP_TYPE_ITECHO, /* This unit produces an echo on the sound and fades out at the desired rate as is used in Impulse Tracker. */ FMOD_DSP_TYPE_ITECHO, /* This unit produces an echo on the sound and fades out at the desired rate as is used in Impulse Tracker. */
FMOD_DSP_TYPE_COMPRESSOR, /* This unit implements dynamic compr ession (linked multichannel, wideband) */ FMOD_DSP_TYPE_COMPRESSOR, /* This unit implements dynamic compr ession (linked multichannel, wideband) */
FMOD_DSP_TYPE_SFXREVERB, /* This unit implements SFX reverb */ FMOD_DSP_TYPE_SFXREVERB, /* This unit implements SFX reverb */
FMOD_DSP_TYPE_LOWPASS_SIMPLE, /* This unit filters sound using a si mple lowpass with no resonance, but has flexible cutoff and is fast. */ FMOD_DSP_TYPE_LOWPASS_SIMPLE, /* This unit filters sound using a si mple lowpass with no resonance, but has flexible cutoff and is fast. */
FMOD_DSP_TYPE_DELAY, /* This unit produces different delay s on individual channels of the sound. */ FMOD_DSP_TYPE_DELAY, /* This unit produces different delay s on individual channels of the sound. */
FMOD_DSP_TYPE_TREMOLO, /* This unit produces a tremolo / cho pper effect on the sound. */ FMOD_DSP_TYPE_TREMOLO, /* This unit produces a tremolo / cho pper effect on the sound. */
FMOD_DSP_TYPE_LADSPAPLUGIN, /* This unit allows the use of LADSPA standard plugins. */ FMOD_DSP_TYPE_LADSPAPLUGIN, /* This unit allows the use of LADSPA standard plugins. */
FMOD_DSP_TYPE_HIGHPASS_SIMPLE, /* This unit filters sound using a si mple highpass with no resonance, but has flexible cutoff and is fast. */ FMOD_DSP_TYPE_HIGHPASS_SIMPLE, /* This unit filters sound using a si mple highpass with no resonance, but has flexible cutoff and is fast. */
FMOD_DSP_TYPE_HARDWARE = 1000, /* Offset that platform specific FMOD _HARDWARE DSPs will start at. */
FMOD_DSP_TYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32b it. */ FMOD_DSP_TYPE_FORCEINT = 65536 /* Makes sure this enum is signed 32b it. */
} FMOD_DSP_TYPE; } FMOD_DSP_TYPE;
/* /*
[STRUCTURE] [STRUCTURE]
[ [
[DESCRIPTION] [DESCRIPTION]
Structure to define a parameter for a DSP unit. Structure to define a parameter for a DSP unit.
[REMARKS] [REMARKS]
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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 0x00044010 #define FMOD_EVENT_VERSION 0x00044100
/* /*
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 0x00044010 #define FMOD_EVENT_NET_VERSION 0x00044100
/* /*
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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