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📄 fmod.cs

📁 smartphone的闹钟程序源码
💻 CS
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using System;
using System.Text;
using System.Runtime.InteropServices;

namespace SPAlarm
{

	#region FSOUND_MODES
	/*[DESCRIPTION]   
	Sample description bitfields, OR them together for loading and describing samples.
	NOTE.  If the file format being loaded already has a defined format, such as WAV or MP3, then 
	trying to override the pre-defined format with a new set of format flags will not work.  For
	example, an 8 bit WAV file will not load as 16bit if you specify FSOUND_16BITS.  It will just
	ignore the flag and go ahead loading it as 8bits.  For these type of formats the only flags
	you can specify that will really alter the behaviour of how it is loaded, are the following.
	---------
	Looping behaviour - FSOUND_LOOP_OFF, FSOUND_LOOP_NORMAL, FSOUND_LOOP_BIDI 
	Load destination - FSOUND_HW3D, FSOUND_HW2D, FSOUND_2D
	Loading behaviour - FSOUND_NONBLOCKING, FSOUND_LOADMEMORY, FSOUND_LOADRAW, FSOUND_MPEGACCURATE, FSOUND_MPEGHALFRATE, FSOUND_FORCEMONO
	Playback behaviour - FSOUND_STREAMABLE, FSOUND_ENABLEFX
	PlayStation 2 only - FSOUND_USECORE0, FSOUND_USECORE1, FSOUND_LOADMEMORYIOP    
	---------
	See flag descriptions for what these do.
	]
	*/
	public enum FSOUND_MODE : uint
	{
		FSOUND_LOOP_OFF		=	0x00000001, /* For non looping samples. */
		FSOUND_LOOP_NORMAL	=	0x00000002, /* For forward looping samples. */
		FSOUND_LOOP_BIDI	=   0x00000004,  /* For bidirectional looping samples.  (no effect if in hardware). */
		FSOUND_8BITS        =	0x00000008,  /* For 8 bit samples. */
		FSOUND_16BITS       =   0x00000010,  /* For 16 bit samples. */
		FSOUND_MONO         =	0x00000020,  /* For mono samples. */
		FSOUND_STEREO       =	0x00000040,  /* For stereo samples. */
		FSOUND_UNSIGNED     =	0x00000080,  /* For user created source data containing unsigned samples. */
		FSOUND_SIGNED       =	0x00000100,  /* For user created source data containing signed data. */
//#define FSOUND_DELTA         0x00000200  /* For user created source data stored as delta values. */
//#define FSOUND_IT214         0x00000400  /* For user created source data stored using IT214 compression. */
//#define FSOUND_IT215         0x00000800  /* For user created source data stored using IT215 compression. */
//#define FSOUND_HW3D          0x00001000  /* Attempts to make samples use 3d hardware acceleration. (if the card supports it) */
//#define FSOUND_2D            0x00002000  /* Tells software (not hardware) based sample not to be included in 3d processing. */
//#define FSOUND_STREAMABLE    0x00004000  /* For a streamimg sound where you feed the data to it. */
//#define FSOUND_LOADMEMORY    0x00008000  /* "name" will be interpreted as a pointer to data for streaming and samples. */
//#define FSOUND_LOADRAW       0x00010000  /* Will ignore file format and treat as raw pcm. */
//#define FSOUND_MPEGACCURATE  0x00020000  /* For FSOUND_Stream_Open - for accurate FSOUND_Stream_GetLengthMs/FSOUND_Stream_SetTime.  WARNING, see FSOUND_Stream_Open 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_IMAADPCM      0x00400000  /* Contents are stored compressed as IMA ADPCM */
//#define FSOUND_VAG           0x00800000  /* For PS2 only - Contents are compressed as Sony VAG format */
//#define FSOUND_NONBLOCKING   0x01000000  /* For FSOUND_Stream_Open/FMUSIC_LoadSong - Causes stream or music to open in the background and not block the foreground app.  See FSOUND_Stream_GetOpenState or FMUSIC_GetOpenState to determine when it IS ready. */
//#define FSOUND_GCADPCM       0x02000000  /* For Gamecube only - Contents are compressed as Gamecube DSP-ADPCM format */
//#define FSOUND_MULTICHANNEL  0x04000000  /* For PS2 and Gamecube only - Contents are interleaved into a multi-channel (more than stereo) format */
//#define FSOUND_USECORE0      0x08000000  /* For PS2 only - Sample/Stream is forced to use hardware voices 00-23 */
//#define FSOUND_USECORE1      0x10000000  /* For PS2 only - Sample/Stream is forced to use hardware voices 24-47 */
//#define FSOUND_LOADMEMORYIOP 0x20000000  /* For PS2 only - "name" will be interpreted as a pointer to data for streaming and samples.  The address provided will be an IOP address */
//#define FSOUND_IGNORETAGS    0x40000000  /* Skips id3v2 etc tag checks when opening a stream, to reduce seek/read overhead when opening files (helps with CD performance) */
//#define FSOUND_STREAM_NET    0x80000000  /* Specifies an internet stream */
		FSOUND_NORMAL		= (FSOUND_16BITS | FSOUND_SIGNED | FSOUND_MONO)
	}
	#endregion



	/// <summary>
	/// fmod 

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