SyndicatQuebecoisdelaConstr.../SQCSim2021/external/irrKlang-1.6.0/include/ik_ESoundEngineOptions.h

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// Copyright (C) 2002-2018 Nikolaus Gebhardt
// This file is part of the "irrKlang" library.
// For conditions of distribution and use, see copyright notice in irrKlang.h
#ifndef __E_IRRKLANG_SOUND_ENGINE_OPTIONS_H_INCLUDED__
#define __E_IRRKLANG_SOUND_ENGINE_OPTIONS_H_INCLUDED__
namespace irrklang
{
//! An enumeration for all options for starting up the sound engine
/** When using createIrrKlangDevice, use a combination of this these
as 'options' parameter to start up the engine. By default, irrKlang
uses ESEO_DEFAULT_OPTIONS, which is set to the combination
ESEO_MULTI_THREADED | ESEO_LOAD_PLUGINS | ESEO_USE_3D_BUFFERS | ESEO_PRINT_DEBUG_INFO_TO_DEBUGGER | ESEO_PRINT_DEBUG_INFO_TO_STDOUT. */
enum E_SOUND_ENGINE_OPTIONS
{
//! If specified (default), it will make irrKlang run in a separate thread.
/** Using this flag, irrKlang will update
all streams, sounds, 3d positions and whatever automaticly. You also don't need to call ISoundEngine::update()
if irrKlang is running multithreaded. However, if you want to run irrKlang in the same thread
as your application (for easier debugging for example), don't set this. But you need to call ISoundEngine::update()
as often as you can (at least about 2-3 times per second) to make irrKlang update everything correctly then. */
ESEO_MULTI_THREADED = 0x01,
//! If the window of the application doesn't have the focus, irrKlang will be silent if this has been set.
/** This will only work when irrKlang is using the DirectSound output driver. */
ESEO_MUTE_IF_NOT_FOCUSED = 0x02,
//! Automaticly loads external plugins when starting up.
/** Plugins usually are .dll, .so or .dylib
files named for example ikpMP3.dll (= short for irrKlangPluginMP3) which are executed
after the startup of the sound engine and modify it for example to make it possible
to play back mp3 files. Plugins are being loaded from the current working directory
as well as from the position where the .exe using the irrKlang library resides.
It is also possible to load the plugins after the engine has started up using
ISoundEngine::loadPlugins(). */
ESEO_LOAD_PLUGINS = 0x04,
//! Uses 3D sound buffers instead of emulating them when playing 3d sounds (default).
/** If this flag is not specified, all buffers will by created
in 2D only and 3D positioning will be emulated in software, making the engine run
faster if hardware 3d audio is slow on the system. */
ESEO_USE_3D_BUFFERS = 0x08,
//! Prints debug messages to the debugger window.
/** irrKlang will print debug info and status messages to any windows debugger supporting
OutputDebugString() (like VisualStudio).
This is useful if your application does not capture any console output (see ESEO_PRINT_DEBUG_INFO_TO_STDOUT). */
ESEO_PRINT_DEBUG_INFO_TO_DEBUGGER = 0x10,
//! Prints debug messages to stdout (the ConsoleWindow).
/** irrKlang will print debug info and status messages stdout, the console window in Windows. */
ESEO_PRINT_DEBUG_INFO_TO_STDOUT = 0x20,
//! Uses linear rolloff for 3D sound.
/** If specified, instead of the default logarithmic one, irrKlang will
use a linear rolloff model which influences the attenuation
of the sounds over distance. The volume is interpolated linearly between the MinDistance
and MaxDistance, making it possible to adjust sounds more easily although this is not
physically correct.
Note that this option may not work when used together with the ESEO_USE_3D_BUFFERS
option when using Direct3D for example, irrKlang will then turn off ESEO_USE_3D_BUFFERS
automaticly to be able to use this option and write out a warning. */
ESEO_LINEAR_ROLLOFF = 0x40,
//! Default parameters when starting up the engine.
ESEO_DEFAULT_OPTIONS = ESEO_MULTI_THREADED | ESEO_LOAD_PLUGINS | ESEO_USE_3D_BUFFERS | ESEO_PRINT_DEBUG_INFO_TO_DEBUGGER | ESEO_PRINT_DEBUG_INFO_TO_STDOUT,
//! Never used, it only forces the compiler to compile these enumeration values to 32 bit.
/** Don't use this. */
ESEO_FORCE_32_BIT = 0x7fffffff
};
} // end namespace irrklang
#endif