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audioenumerations.h
1 // © Copyright 2010 - 2016 BlackTopp Studios Inc.
2 /* This file is part of The Mezzanine Engine.
3 
4  The Mezzanine Engine is free software: you can redistribute it and/or modify
5  it under the terms of the GNU General Public License as published by
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7  (at your option) any later version.
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12  GNU General Public License for more details.
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15  along with The Mezzanine Engine. If not, see <http://www.gnu.org/licenses/>.
16 */
17 /* The original authors have included a copy of the license specified above in the
18  'Docs' folder. See 'gpl.txt'
19 */
20 /* We welcome the use of the Mezzanine engine to anyone, including companies who wish to
21  Build professional software and charge for their product.
22 
23  However there are some practical restrictions, so if your project involves
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33  These and other limitations could cause serious legal problems if you ignore
34  them, so it is best to simply contact us or the Free Software Foundation, if
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37  Joseph Toppi - toppij@gmail.com
38  John Blackwood - makoenergy02@gmail.com
39 */
40 #ifndef _audioenumerations_h
41 #define _audioenumerations_h
42 ///////////////////////////////////////////////////////////////////////////////
43 //Any global enumerations shared between multiple classes in the Audio namespace is to be declared here.
44 ///////////////////////////////////////
45 
46 namespace Mezzanine
47 {
48  namespace Audio
49  {
50  /// @brief Used to describe the different bit configurations supported by this audio system.
51  enum BitConfig
52  {
53  BC_8Bit_Mono = 1,
54  BC_8Bit_Stereo,
55  BC_16Bit_Mono,
56  BC_16Bit_Stereo,
57  BC_24Bit_Mono,
58  BC_24Bit_Stereo
59  };
60 
61  /// @brief The encoding to use when reading or writing an audio buffer.
62  enum Encoding
63  {
64  Enc_RAW = 1, ///< Unknown or error condition.
65  Enc_WAV = 2, ///< Used in .wav files.
66  Enc_FLAC = 3, ///< Used in .flac files.
67  Enc_VORBIS = 4, ///< Used in .ogg files.
68  Enc_MP3 = 5, ///< Used in .mp3 files.
69  Enc_SPEEX = 6, ///< Used in .spx files.
70  Enc_OPUS = 7 ///< Used in .opus files.
71  };
72 
73  /// @brief Used by the iEffect class to describe what type of effect it is.
75  {
76  ET_Null, ///< Null type with no values.
77  ET_EAX_Reverb, ///< See @ref EAXReverbParameters.
78  ET_Reverb, ///< See @ref ReverbParameters.
79  ET_Chorus, ///< See @ref ChorusParameters.
80  ET_Distortion, ///< See @ref DistortionParameters.
81  ET_Echo, ///< See @ref EchoParameters.
82  ET_Flanger, ///< See @ref FlangerParameters.
83  ET_Frequency_Shifter, ///< See @ref FrequencyShiftParameters.
84  ET_Vocal_Morpher, ///< See @ref VocalMorpherParameters.
85  ET_Pitch_Shifter, ///< See @ref PitchShifterParameters.
86  ET_Ring_Modulator, ///< See @ref RingModulatorParameters.
87  ET_Autowah, ///< See @ref AutowahParameters.
88  ET_Compressor, ///< See @ref CompressorParameters.
89  ET_Equalizer ///< See @ref EqualizerParameters.
90  };
91 
92  /// @brief Used by the iFilter class to describe what type of filter it is.
94  {
95  FT_Null, ///< Null type with no values.
96  FT_LowPass, ///< Filters out high frequency audio from a sound beyond a certain threshold.
97  FT_HighPass, ///< Filters out low frequency audio from a sound below a certain threshold.
98  FT_BandPass ///< Filters out both high and low frequency audio from a sound outside of specified thresholds.
99  };
100 
101  /// @brief Used by the iSound class to describe what type of sound it is.
103  {
104  ST_Ambient = 1, ///< Environmental sounds. Bird's chirping, water washing against rocks, etc.
105  ST_Dialog = 2, ///< Character sounds and speech.
106  ST_Effect = 3, ///< Various effects such as objects colliding, explosions, guns firing, etc.
107  ST_Music = 4 ///< Self explanitory. The game SoundTrack.
108  };
109  }//audio
110 }//Mezzanine
111 
112 #endif
See FlangerParameters.
Filters out low frequency audio from a sound below a certain threshold.
See RingModulatorParameters.
FilterType
Used by the iFilter class to describe what type of filter it is.
Various effects such as objects colliding, explosions, guns firing, etc.
Environmental sounds. Bird's chirping, water washing against rocks, etc.
EffectType
Used by the iEffect class to describe what type of effect it is.
Used in .opus files.
See CompressorParameters.
Filters out both high and low frequency audio from a sound outside of specified thresholds.
Self explanitory. The game SoundTrack.
See PitchShifterParameters.
See EqualizerParameters.
SoundType
Used by the iSound class to describe what type of sound it is.
See DistortionParameters.
Null type with no values.
Filters out high frequency audio from a sound beyond a certain threshold.
See EchoParameters.
Used in .mp3 files.
See ChorusParameters.
See ReverbParameters.
Null type with no values.
Encoding
The encoding to use when reading or writing an audio buffer.
Character sounds and speech.
See FrequencyShiftParameters.
See EAXReverbParameters.
The bulk of the engine components go in this namspace.
Definition: actor.cpp:56
Used in .flac files.
Unknown or error condition.
See AutowahParameters.
Used in .wav files.
BitConfig
Used to describe the different bit configurations supported by this audio system. ...
See VocalMorpherParameters.