Firelight Technologies FMOD Studio API
FSBANK_SUBSOUND
Representation of how to encode a single subsound in the final FSB.
C/C++ Syntax
typedef struct {
const char* const *fileNames;
const void* const *fileData;
const unsigned int *fileDataLengths;
unsigned int numFiles;
FSBANK_BUILDFLAGS overrideFlags;
unsigned int overrideQuality;
float desiredSampleRate;
float percentOptimizedRate;
} FSBANK_SUBSOUND;
Members
fileNames
List of file names (instead of FSBANK_SUBSOUND::fileData) used to produce an interleaved sound.
fileData
List of file data pointers (instead of FSBANK_SUBSOUND::fileNames) used to produce an interleaved sound.
fileDataLengths
List of file data lengths corresponding to the items in the FSBANK_SUBSOUND::fileData list.
numFiles
Number of items in either FSBANK_SUBSOUND::fileData / FSBANK_SUBSOUND::fileDataLengths or FSBANK_SUBSOUND::fileNames.
overrideFlags
Flags that will reverse the equivalent flags passed to FSBank_Build.
overrideQuality
Override the quality setting passed to FSBank_Build.
desiredSampleRate
Resample to this sample rate (ignores optimize sample rate setting), up to 192000Hz.
percentOptimizedRate
If using FSBANK_BUILD_OPTIMIZESAMPLERATE, this is the percentage of that rate to be used, up to 100.0%.
See Also
- FSBank_Build
- FSBANK_BUILD_OPTIMIZESAMPLERATE
- FSBANK_SPEAKERMAP
- FSBANK_BUILDFLAGS
Version 1.10.03 Built on Feb 1, 2018