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📄 fmod.h

📁 一个96K的3D游戏源码
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#define FSOUND_LOADRAW      0x00010000  /* Will ignore file format and treat as raw pcm. */
#define FSOUND_MPEGACCURATE 0x00020000  /* For FSOUND_Stream_OpenFile - for accurate FSOUND_Stream_GetLengthMs/FSOUND_Stream_SetTime.  WARNING, see FSOUND_Stream_OpenFile for inital opening time performance issues. */
#define FSOUND_FORCEMONO    0x00040000  /* For forcing stereo streams and samples to be mono - needed if using FSOUND_HW3D and stereo data - incurs a small speed hit for streams */
#define FSOUND_HW2D         0x00080000  /* 2D hardware sounds.  allows hardware specific effects */
#define FSOUND_ENABLEFX     0x00100000  /* Allows DX8 FX to be played back on a sound.  Requires DirectX 8 - Note these sounds cannot be played more than once, be 8 bit, be less than a certain size, or have a changing frequency */

#define FSOUND_MPEGHALFRATE 0x00200000  /* For FMODCE only - decodes mpeg streams using a lower quality decode, but faster execution */
#define FSOUND_XADPCM       0x00400000  /* For XBOX only - Describes a user sample that its contents are compressed as XADPCM  */

/* 
    FSOUND_NORMAL is a default sample type.  Loop off, 8bit mono, signed, not hardware 
    accelerated.  Some API functions ignore 8bits and mono, as it may be an mpeg/wav/etc which 
    has its format predetermined.
*/
#define FSOUND_NORMAL       (FSOUND_LOOP_OFF | FSOUND_8BITS | FSOUND_MONO)      
/* [DEFINE_END] */



/*
[DEFINE_START] 
[
    [NAME] 
    FSOUND_CDPLAYMODES
    
    [DESCRIPTION]   
    Playback method for a CD Audio track, using FSOUND_CD_Play

    [SEE_ALSO]      
    FSOUND_CD_Play
]
*/
#define FSOUND_CD_PLAYCONTINUOUS    0   /* Starts from the current track and plays to end of CD. */
#define FSOUND_CD_PLAYONCE          1   /* Plays the specified track then stops. */
#define FSOUND_CD_PLAYLOOPED        2   /* Plays the specified track looped, forever until stopped manually. */
#define FSOUND_CD_PLAYRANDOM        3   /* Plays tracks in random order */
/* [DEFINE_END] */


/*
[DEFINE_START] 
[
    [NAME] 
    FSOUND_MISC_VALUES
    
    [DESCRIPTION]
    Miscellaneous values for FMOD functions.

    [SEE_ALSO]
    FSOUND_PlaySound
    FSOUND_PlaySoundEx
    FSOUND_Sample_Alloc
    FSOUND_Sample_Load
    FSOUND_SetPan
]
*/
#define FSOUND_FREE             -1      /* value to play on any free channel, or to allocate a sample in a free sample slot. */
#define FSOUND_UNMANAGED        -2      /* value to allocate a sample that is NOT managed by FSOUND or placed in a sample slot. */
#define FSOUND_ALL              -3      /* for a channel index , this flag will affect ALL channels available!  Not supported by every function. */
#define FSOUND_STEREOPAN        -1      /* value for FSOUND_SetPan so that stereo sounds are not played at half volume.  See FSOUND_SetPan for more on this. */
#define FSOUND_SYSTEMCHANNEL    -1000   /* special 'channel' ID for all channel based functions that want to alter the global FSOUND software mixing output */
/* [DEFINE_END] */


/*
[STRUCTURE] 
[
    [DESCRIPTION]
    Structure defining a reverb environment.

    For more indepth descriptions of the reverb properties under win32, please see the EAX2 and EAX3
    documentation at http://developer.creative.com/ under the 'downloads' section.
    If they do not have the EAX3 documentation, then most information can be attained from
    the EAX2 documentation, as EAX3 only adds some more parameters and functionality on top of 
    EAX2.
    Note the default reverb properties are the same as the FSOUND_PRESET_GENERIC preset.
    Note that integer values that typically range from -10,000 to 1000 are represented in 
    decibels, and are of a logarithmic scale, not linear, wheras float values are typically linear.
    PORTABILITY: Each member has the platform it supports in braces ie (win32/xbox).  
    Some reverb parameters are only supported in win32 and some only on xbox. If all parameters are set then
    the reverb should product a similar effect on either platform.
    Linux and FMODCE do not support the reverb api.
    
    The numerical values listed below are the maximum, minimum and default values for each variable respectively.

    [SEE_ALSO]
    FSOUND_Reverb_SetProperties
    FSOUND_Reverb_GetProperties
    FSOUND_REVERB_PRESETS
    FSOUND_REVERB_FLAGS
]
*/
typedef struct _FSOUND_REVERB_PROPERTIES /* MIN     MAX    DEFAULT   DESCRIPTION */
{                                   
    unsigned int Environment;            /* 0     , 25    , 0      , sets all listener properties (win32 only) */
    float        EnvSize;                /* 1.0   , 100.0 , 7.5    , environment size in meters (win32 only) */
    float        EnvDiffusion;           /* 0.0   , 1.0   , 1.0    , environment diffusion (win32/xbox) */
    int          Room;                   /* -10000, 0     , -1000  , room effect level (at mid frequencies) (win32/xbox) */
    int          RoomHF;                 /* -10000, 0     , -100   , relative room effect level at high frequencies (win32/xbox) */
    int          RoomLF;                 /* -10000, 0     , 0      , relative room effect level at low frequencies (win32 only) */
    float        DecayTime;              /* 0.1   , 20.0  , 1.49   , reverberation decay time at mid frequencies (win32/xbox) */
    float        DecayHFRatio;           /* 0.1   , 2.0   , 0.83   , high-frequency to mid-frequency decay time ratio (win32/xbox) */
    float        DecayLFRatio;           /* 0.1   , 2.0   , 1.0    , low-frequency to mid-frequency decay time ratio (win32 only) */
    int          Reflections;            /* -10000, 1000  , -2602  , early reflections level relative to room effect (win32/xbox) */
    float        ReflectionsDelay;       /* 0.0   , 0.3   , 0.007  , initial reflection delay time (win32/xbox) */
    float        ReflectionsPan[3];      /*       ,       , [0,0,0], early reflections panning vector (win32 only) */
    int          Reverb;                 /* -10000, 2000  , 200    , late reverberation level relative to room effect (win32/xbox) */
    float        ReverbDelay;            /* 0.0   , 0.1   , 0.011  , late reverberation delay time relative to initial reflection (win32/xbox) */
    float        ReverbPan[3];           /*       ,       , [0,0,0], late reverberation panning vector (win32 only) */
    float        EchoTime;               /* .075  , 0.25  , 0.25   , echo time (win32 only) */
    float        EchoDepth;              /* 0.0   , 1.0   , 0.0    , echo depth (win32 only) */
    float        ModulationTime;         /* 0.04  , 4.0   , 0.25   , modulation time (win32 only) */
    float        ModulationDepth;        /* 0.0   , 1.0   , 0.0    , modulation depth (win32 only) */
    float        AirAbsorptionHF;        /* -100  , 0.0   , -5.0   , change in level per meter at high frequencies (win32 only) */
    float        HFReference;            /* 1000.0, 20000 , 5000.0 , reference high frequency (hz) (win32/xbox) */
    float        LFReference;            /* 20.0  , 1000.0, 250.0  , reference low frequency (hz) (win32 only) */
    float        RoomRolloffFactor;      /* 0.0   , 10.0  , 0.0    , like FSOUND_3D_Listener_SetRolloffFactor but for room effect (win32/xbox) */
    float        Diffusion;              /* 0.0   , 100.0 , 100.0  , Value that controls the echo density in the late reverberation decay. (xbox only) */
    float        Density;                /* 0.0   , 100.0 , 100.0  , Value that controls the modal density in the late reverberation decay (xbox only) */
    unsigned int Flags;                  /* FSOUND_REVERB_FLAGS - modifies the behavior of above properties (win32 only) */
} FSOUND_REVERB_PROPERTIES;


/*
[DEFINE_START] 
[
    [NAME] 
    FSOUND_REVERB_FLAGS
    
    [DESCRIPTION]
    Values for the Flags member of the FSOUND_REVERB_PROPERTIES structure.

    [SEE_ALSO]
    FSOUND_REVERB_PROPERTIES
]
*/
#define FSOUND_REVERB_FLAGS_DECAYTIMESCALE        0x00000001 /* 'EnvSize' affects reverberation decay time */
#define FSOUND_REVERB_FLAGS_REFLECTIONSSCALE      0x00000002 /* 'EnvSize' affects reflection level */
#define FSOUND_REVERB_FLAGS_REFLECTIONSDELAYSCALE 0x00000004 /* 'EnvSize' affects initial reflection delay time */
#define FSOUND_REVERB_FLAGS_REVERBSCALE           0x00000008 /* 'EnvSize' affects reflections level */
#define FSOUND_REVERB_FLAGS_REVERBDELAYSCALE      0x00000010 /* 'EnvSize' affects late reverberation delay time */
#define FSOUND_REVERB_FLAGS_DECAYHFLIMIT          0x00000020 /* AirAbsorptionHF affects DecayHFRatio */
#define FSOUND_REVERB_FLAGS_ECHOTIMESCALE         0x00000040 /* 'EnvSize' affects echo time */
#define FSOUND_REVERB_FLAGS_MODULATIONTIMESCALE   0x00000080 /* 'EnvSize' affects modulation time */
#define FSOUND_REVERB_FLAGS_DEFAULT              (FSOUND_REVERB_FLAGS_DECAYTIMESCALE |        \
                                                  FSOUND_REVERB_FLAGS_REFLECTIONSSCALE |      \
                                                  FSOUND_REVERB_FLAGS_REFLECTIONSDELAYSCALE | \
                                                  FSOUND_REVERB_FLAGS_REVERBSCALE |           \
                                                  FSOUND_REVERB_FLAGS_REVERBDELAYSCALE |      \
                                                  FSOUND_REVERB_FLAGS_DECAYHFLIMIT)
/* [DEFINE_END] */




/*
[DEFINE_START] 
[
    [NAME] 
    FSOUND_REVERB_PRESETS
    
    [DESCRIPTION]   
    A set of predefined environment PARAMETERS, created by Creative Labs
    These are used to initialize an FSOUND_REVERB_PROPERTIES structure statically.
    ie 
    FSOUND_REVERB_PROPERTIES prop = FSOUND_PRESET_GENERIC;

    [SEE_ALSO]
    FSOUND_Reverb_SetProperties
]
*/
/*                                     Env  Size    Diffus  Room   RoomHF  RmLF DecTm   DecHF  DecLF   Refl  RefDel  RefPan           Revb  RevDel  ReverbPan       EchoTm  EchDp  ModTm  ModDp  AirAbs  HFRef    LFRef  RRlOff Diffus  Densty  FLAGS */
#define FSOUND_PRESET_OFF              {0,	7.5f,	1.00f, -10000, -10000, 0,   1.00f,  1.00f, 1.0f,  -2602, 0.007f, 0.0f,0.0f,0.0f,   200, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f,   0.0f,   0.0f, 0x3f }
#define FSOUND_PRESET_GENERIC          {0,	7.5f,	1.00f, -1000,  -100,   0,   1.49f,  0.83f, 1.0f,  -2602, 0.007f, 0.0f,0.0f,0.0f,   200, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_PADDEDCELL       {1,	1.4f,	1.00f, -1000,  -6000,  0,   0.17f,  0.10f, 1.0f,  -1204, 0.001f, 0.0f,0.0f,0.0f,   207, 0.002f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_ROOM 	           {2,	1.9f,	1.00f, -1000,  -454,   0,   0.40f,  0.83f, 1.0f,  -1646, 0.002f, 0.0f,0.0f,0.0f,    53, 0.003f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_BATHROOM 	       {3,	1.4f,	1.00f, -1000,  -1200,  0,   1.49f,  0.54f, 1.0f,   -370, 0.007f, 0.0f,0.0f,0.0f,  1030, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f,  60.0f, 0x3f }
#define FSOUND_PRESET_LIVINGROOM       {4,	2.5f,	1.00f, -1000,  -6000,  0,   0.50f,  0.10f, 1.0f,  -1376, 0.003f, 0.0f,0.0f,0.0f, -1104, 0.004f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_STONEROOM        {5,	11.6f,	1.00f, -1000,  -300,   0,   2.31f,  0.64f, 1.0f,   -711, 0.012f, 0.0f,0.0f,0.0f,    83, 0.017f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_AUDITORIUM       {6,	21.6f,	1.00f, -1000,  -476,   0,   4.32f,  0.59f, 1.0f,   -789, 0.020f, 0.0f,0.0f,0.0f,  -289, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_CONCERTHALL      {7,	19.6f,	1.00f, -1000,  -500,   0,   3.92f,  0.70f, 1.0f,  -1230, 0.020f, 0.0f,0.0f,0.0f,    -2, 0.029f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_CAVE             {8,	14.6f,	1.00f, -1000,  0,      0,   2.91f,  1.30f, 1.0f,   -602, 0.015f, 0.0f,0.0f,0.0f,  -302, 0.022f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
#define FSOUND_PRESET_ARENA            {9,	36.2f,	1.00f, -1000,  -698,   0,   7.24f,  0.33f, 1.0f,  -1166, 0.020f, 0.0f,0.0f,0.0f,    16, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_HANGAR           {10,	50.3f,	1.00f, -1000,  -1000,  0,   10.05f, 0.23f, 1.0f,   -602, 0.020f, 0.0f,0.0f,0.0f,   198, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_CARPETTEDHALLWAY {11,	1.9f,	1.00f, -1000,  -4000,  0,   0.30f,  0.10f, 1.0f,  -1831, 0.002f, 0.0f,0.0f,0.0f, -1630, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_HALLWAY          {12,	1.8f,	1.00f, -1000,  -300,   0,   1.49f,  0.59f, 1.0f,  -1219, 0.007f, 0.0f,0.0f,0.0f,   441, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_STONECORRIDOR    {13,	13.5f,	1.00f, -1000,  -237,   0,   2.70f,  0.79f, 1.0f,  -1214, 0.013f, 0.0f,0.0f,0.0f,   395, 0.020f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_ALLEY 	       {14,	7.5f,	0.30f, -1000,  -270,   0,   1.49f,  0.86f, 1.0f,  -1204, 0.007f, 0.0f,0.0f,0.0f,    -4, 0.011f, 0.0f,0.0f,0.0f, 0.125f, 0.95f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_FOREST 	       {15,	38.0f,	0.30f, -1000,  -3300,  0,   1.49f,  0.54f, 1.0f,  -2560, 0.162f, 0.0f,0.0f,0.0f,  -229, 0.088f, 0.0f,0.0f,0.0f, 0.125f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f,  79.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_CITY             {16,	7.5f,	0.50f, -1000,  -800,   0,   1.49f,  0.67f, 1.0f,  -2273, 0.007f, 0.0f,0.0f,0.0f, -1691, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f,  50.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_MOUNTAINS        {17,	100.0f, 0.27f, -1000,  -2500,  0,   1.49f,  0.21f, 1.0f,  -2780, 0.300f, 0.0f,0.0f,0.0f, -1434, 0.100f, 0.0f,0.0f,0.0f, 0.250f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f,  27.0f, 100.0f, 0x1f }
#define FSOUND_PRESET_QUARRY           {18,	17.5f,	1.00f, -1000,  -1000,  0,   1.49f,  0.83f, 1.0f, -10000, 0.061f, 0.0f,0.0f,0.0f,   500, 0.025f, 0.0f,0.0f,0.0f, 0.125f, 0.70f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_PLAIN            {19,	42.5f,	0.21f, -1000,  -2000,  0,   1.49f,  0.50f, 1.0f,  -2466, 0.179f, 0.0f,0.0f,0.0f, -1926, 0.100f, 0.0f,0.0f,0.0f, 0.250f, 1.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f,  21.0f, 100.0f, 0x3f }
#define FSOUND_PRESET_PARKINGLOT       {20,	8.3f,	1.00f, -1000,  0,      0,   1.65f,  1.50f, 1.0f,  -1363, 0.008f, 0.0f,0.0f,0.0f, -1153, 0.012f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
#define FSOUND_PRESET_SEWERPIPE        {21,	1.7f,	0.80f, -1000,  -1000,  0,   2.81f,  0.14f, 1.0f,    429, 0.014f, 0.0f,0.0f,0.0f,  1023, 0.021f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 0.000f, -5.0f, 5000.0f, 250.0f, 0.0f,  80.0f,  60.0f, 0x3f }
#define FSOUND_PRESET_UNDERWATER       {22,	1.8f,	1.00f, -1000,  -4000,  0,   1.49f,  0.10f, 1.0f,   -449, 0.007f, 0.0f,0.0f,0.0f,  1700, 0.011f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 1.18f, 0.348f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x3f }

/* Non I3DL2 presets */

#define FSOUND_PRESET_DRUGGED          {23,	1.9f,	0.50f, -1000,  0,      0,   8.39f,  1.39f, 1.0f,  -115,  0.002f, 0.0f,0.0f,0.0f,   985, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 0.25f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
#define FSOUND_PRESET_DIZZY            {24,	1.8f,	0.60f, -1000,  -400,   0,   17.23f, 0.56f, 1.0f,  -1713, 0.020f, 0.0f,0.0f,0.0f,  -613, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 1.00f, 0.81f, 0.310f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }
#define FSOUND_PRESET_PSYCHOTIC        {25,	1.0f,	0.50f, -1000,  -151,   0,   7.56f,  0.91f, 1.0f,  -626,  0.020f, 0.0f,0.0f,0.0f,   774, 0.030f, 0.0f,0.0f,0.0f, 0.250f, 0.00f, 4.00f, 1.000f, -5.0f, 5000.0f, 250.0f, 0.0f, 100.0f, 100.0f, 0x1f }

/* [DEFINE_END] */


/*
[STRUCTURE] 
[
    [DESCRIPTION]
    Structure defining the properties for a reverb source, related to a FSOUND channel.

    For more indepth descriptions of the reverb properties under win32, please see the EAX3
    documentation at http://developer.creative.com/ under the 'downloads' section.
    If they do not have the EAX3 documentation, then most information can be attained from
    the EAX2 documentation, as EAX3 only adds some more parameters and functionality on top of 
    EAX2.
    
    Note the default reverb properties are the same as the FSOUND_PRESET_GENERIC preset.
    Note that integer values that typically range from -10,000 to 1000 are represented in 
    decibels, and are of a logarithmic scale, not linear, wheras float values are typically linear.
    PORTABILITY: Each member has the platform it supports in braces ie (win32/xbox).  
    Some reverb parameters are only supported in win32 and some only on xbox. If all parameters are set then
    the reverb should product a similar effect on either platform.
    Linux and FMODCE do not support the reverb api.
    
    The numerical values listed below are the maximum, minimum and default values for each variable respectively.

    [SEE_ALSO]
    FSOUND_Reverb_SetChannelProperties
    FSOUND_Reverb_GetChannelProperties
    FSOUND_REVERB_CHANNELFLAGS
]
*/
typedef struct _FSOUND_REVERB_CHANNELPROPERTIES /* MIN     MAX    DEFAULT */
{                                   
    int    Direct;                              /* -10000, 1000,  0,    direct path level (at low and mid frequencies) (win32/xbox) */
    int    DirectHF;                            /* -10000, 0,     0,    relative direct path level at high frequencies (win32/xbox) */
    int    Room;                                /* -10000, 1000,  0,    room effect level (at low and mid frequencies) (win32/xbox) */
    int    RoomHF;                              /* -10000, 0,     0,    relative room effect level at high frequencies (win32/xbox) */
    int    Obstruction;                         /* -10000, 0,     0,    main obstruction control (attenuation at high frequencies)  (win32/xbox) */
    float  ObstructionLFRatio;                  /* 0.0,    1.0,   0.0,  obstruction low-frequency level re. main control (win32/xbox) */
    int    Occlusion;                           /* -10000, 0,     0,    main occlusion control (attenuation at high frequencies) (win32/xbox) */
    float  OcclusionLFRatio;                    /* 0.0,    1.0,   0.25, occlusion low-frequency level re. main control (win32/xbox) */
    float  OcclusionRoomRatio;                  /* 0.0,    10.0,  1.5,  relative occlusion control for room effect (win32) */
    float  OcclusionDirectRatio;                /* 0.0,    10.0,  1.0,  relative occlusion control for direct path (win32) */
    int    Exclusion;                           /* -10000, 0,     0,    main exlusion control (attenuation at high frequencies) (win32) */
    float  ExclusionLFRatio;                    /* 0.0,    1.0,   1.0,  exclusion low-frequency level re. main control (win32) */
    int    OutsideVolumeHF;                     /* -10000, 0,     0,    outside sound cone level at high frequencies (win32) */
    float  DopplerFactor;                       /* 0.0,    10.0,  0.0,  like DS3D flDopplerFactor but per source (win32) */
    float  RolloffFactor;                       /* 0.0,    10.0,  0.0,  like DS3D flRolloffFactor but per source (win32) */
    float  RoomRolloffFactor;                   /* 0.0,    10.0,  0.0,  like DS3D flRolloffFactor but for room effect (win32/xbox) */
    float  AirAbsorptionFactor;                 /* 0.0,    10.0,  1.0,  multiplies AirAbsorptionHF member of FSOUND_REVERB_PROPERTIES (win32) */
    int    Flags;                               /* FSOUND_REVERB_CHANNELFLAGS - modifies the behavior of properties (win32) */
} FSOUND_REVERB_CHANNELPROPERTIES;


/*
[DEFINE_START] 
[
    [NAME] 
    FSOUND_REVERB_CHANNELFLAGS
    
    [DESCRIPTION]
    Values for the Flags member of the FSOUND_REVERB_CHANNELPROPERTIES structure.

    [SEE_ALSO]
    FSOUND_REVERB_CHANNELPROPERTIES
]
*/

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