Crate rfmod

Source
Expand description

§rust-fmod

This is a rust binding for FMOD, the library developped by FIRELIGHT TECHNOLOGIES.

FMOD website: <www.fmod.org>

§Installation

You must install on your computer the FMOD library which is used for the binding.

§Short example

Here is a short example on how to create a file and to play it:

extern crate libc;
extern crate rfmod;

use std::os;

fn main() {
    let fmod = match rfmod::Sys::new() {
        Ok(f) => f,
        Err(e) => {
            panic!("Error code : {}", e);
        }
    };

    match fmod.init() {
        rfmod::Status::Ok => {}
        e => {
            panic!("Sys.init failed : {}", e);
        }
    };

    let mut sound = match fmod.create_sound(StrBuf::from_str("music.mp3"), None, None) {
        Ok(s) => s,
        Err(err) => {
            panic!("Error code : {}", err);
        }
    };

    match sound.play_to_the_end() {
        rfmod::Status::Ok => {
            println!("Ok !");
        }
        err => {
            panic!("Error code : {}", err);
        }
    };
}

For a more complete example: https://github.com/GuillaumeGomez/rust-music-player

§License

Copyright (c) 2014 Guillaume Gomez

The license of this project is available in the LICENSE.TXT file. Please refer to it.
If you want more information, here is the website for FMOD : http://www.fmod.org/

§Notes

  • Members marked with [r] mean the variable is modified by FMOD and is for reading purposes only. Do not change this value.
  • Members marked with [w] mean the variable can be written to. The user can set the value.

Here is the list of all modules : !

Re-exports§

pub use self::types::Mode;
pub use self::types::TimeUnit;
pub use self::types::FmodCaps;
pub use self::types::PluginHandle;
pub use self::types::InitFlag;
pub use self::types::MemoryBits;
pub use self::types::EventMemoryBits;

Modules§

callbacks
error
types

Macros§

from_utf8

Structs§

AdvancedSettings
Settings for advanced features like configuring memory and cpu usage for the FMOD_CREATECOMPRESSEDSAMPLE feature.
Channel
Channel Object
ChannelGroup
ChannelGroup object
CreateSoundexInfo
Use this structure with Sys::create_sound when more control is needed over loading. The possible reasons to use this with Sys::create_sound are:
Dsp
Dsp object
DspConnection
DspConnection object
DspDescription
When creating a DSP unit, declare one of these and provide the relevant callbacks and name for FMOD to use when it creates and uses a DSP unit of this type.
DspParameterDesc
Structure to define a parameter for a DSP unit.
DspState
DSP plugin structure that is passed into each callback.
FmodFile
A little struct to wrap C files.
FmodSyncPoint
Wrapper for SyncPoint object
FmodTag
Structure describing a piece of tag data.
Geometry
Geometry object
Guid
Structure describing a globally unique identifier.
MemoryUsageDetails
Structure to be filled with detailed memory usage information of a FMOD object
OutputHandle
Wrapper for OutputHandle
Reverb
Reverb object
ReverbChannelProperties
Structure defining the properties for a reverb source, related to a FMOD channel.
ReverbProperties
Structure defining a reverb environment.
SoftwareFormat
Wrapper for arguments of Sys::set_software_format and Sys::get_software_format.
Sound
Sound object
SoundGroup
SoundGroup object
SpeakerMixOptions
Structure which contains data for Channel::set_speaker_mix and Channel::get_speaker_mix
Sys
FMOD System Object
UserData
Structure used to store user data for file callback
Vector
Structure describing a point in 3D space.

Enums§

ChannelIndex
Special channel index values for FMOD functions.
DelayType
Types of delay that can be used with Channel::set_delay / Channel::get_delay.
DspChorus
Parameter types for the FMOD_DSP_TYPE_CHORUS filter. Used with Dsp::set_parameter and Dsp::get_parameter
DspCompressor
Parameter types for the FMOD_DSP_TYPE_COMPRESSOR unit. This is a simple linked multichannel software limiter that is uniform across the whole spectrum. Used with Dsp::set_parameter and Dsp::get_parameter
DspDelay
Parameter types for the FMOD_DSP_TYPE_DELAY filter. Used with Dsp::set_parameter and Dsp::get_parameter
DspDistortion
Parameter types for the FMOD_DSP_TYPE_DISTORTION filter. Used with Dsp::set_parameter and Dsp::get_parameter
DspFftWindow
List of windowing methods used in spectrum analysis to reduce leakage / transient signals intefering with the analysis. This is a problem with analysis of continuous signals that only have a small portion of the signal sample (the fft window size). Windowing the signal with a curve or triangle tapers the sides of the fft window to help alleviate this problem.
DspFlange
Parameter types for the FMOD_DSP_TYPE_FLANGE filter. Used with Dsp::set_parameter and Dsp::get_parameter
DspHighPass
Parameter types for the FMOD_DSP_TYPE_HIGHPASS filter. Used with Dsp::set_parameter and Dsp::get_parameter.
DspHighPassSimple
Parameter types for the FMOD_DSP_TYPE_HIGHPASS_SIMPLE filter. This is a very simple single-order high pass filter. The emphasis is on speed rather than accuracy, so this should not be used for task requiring critical filtering. Used with Dsp::set_parameter and Dsp::get_parameter.
DspITEcho
Parameter types for the FMOD_DSP_TYPE_ITECHO filter. This is effectively a software based echo filter that emulates the DirectX DMO echo effect. Impulse tracker files can support this, and FMOD will produce the effect on ANY platform, not just those that support DirectX effects! Used with Dsp::set_parameter and Dsp::get_parameter
DspITLowPass
Parameter types for the FMOD_DSP_TYPE_ITLOWPASS filter. This is different to the default FMOD_DSP_TYPE_ITLOWPASS filter in that it uses a different quality algorithm and is the filter used to produce the correct sounding playback in .IT files. FMOD Ex’s .IT playback uses this filter. Used with Dsp::set_parameter and Dsp::get_parameter
DspLowPass
Parameter types for the FMOD_DSP_TYPE_LOWPASS filter. Used with Dsp::set_parameter and Dsp::get_parameter
DspLowPassSimple
Parameter types for the FMOD_DSP_TYPE_LOWPASS_SIMPLE filter. This is a very simple low pass filter, based on two single-pole RC time-constant modules. The emphasis is on speed rather than accuracy, so this should not be used for task requiring critical filtering. Used with Dsp::set_parameter and Dsp::get_parameter.
DspNormalize
Parameter types for the FMOD_DSP_TYPE_NORMALIZE filter. Used with Dsp::set_parameter and Dsp::get_parameter
DspOscillator
Parameter types for the FMOD_DSP_TYPE_OSCILLATOR filter. Used with Dsp::set_parameter and Dsp::get_parameter
DspPitchShift
Parameter types for the FMOD_DSP_TYPE_PITCHSHIFT filter. Used with Dsp::set_parameter and Dsp::get_parameter
DspResampler
List of interpolation types that the FMOD Ex software mixer supports.
DspSfxReverb
Parameter types for the FMOD_DSP_TYPE_SFXREVERB unit. Used with Dsp::set_parameter and Dsp::get_parameter.
DspTremolo
Parameter types for the FMOD_DSP_TYPE_TREMOLO filter. Used with Dsp::set_parameter and Dsp::get_parameter
DspType
These definitions can be used for creating FMOD defined special effects or DSP units. Used with Dsp::set_parameter and Dsp::get_parameter.
DspTypeEcho
Parameter types for the DspTypeEcho filter. Used with Dsp::set_parameter and Dsp::get_parameter.
DspTypeParameq
Parameter types for the DspTypeParameq filter. Used with Dsp::set_parameter and Dsp::get_parameter
OpenState
These values describe what state a sound is in after FMOD_NONBLOCKING has been used to open it.
OutputType
These output types are used with Sys::set_output / Sys::get_output, to choose which output method to use.
PluginType
These are plugin types defined for use with the Sys::get_num_plugins, Sys::get_plugin_info and Sys::unload_plugin functions.
RStatus
SeekStyle
SoundFormat
These definitions describe the native format of the hardware or software buffer that will be used.
SoundGroupBehavior
These flags are used with SoundGroup::set_max_audible_behavior to determine what happens when more sounds are played than are specified with SoundGroup::set_max_audible.
SoundType
These definitions describe the type of song being played.
Speaker
These are speaker types defined for use with the Channel::set_speaker_level command. It can also be used for speaker placement in the Sys::set_3D_speaker_position command.
SpeakerMapType
When creating a multichannel sound, FMOD will pan them to their default speaker locations:
SpeakerMode
These are speaker types defined for use with the Sys::set_speaker_mode or Sys::get_speaker_mode command.
Status
Error codes. Returned from every function.
SystemCallbackType
These callback types are used with Channel::set_callback.
TagDataType
List of data types that can be returned by Sound::get_tag
TagType
List of tag types that could be stored within a sound. These include id3 tags, metadata from netstreams and vorbis/asf data.

Constants§

ACCURATETIME
For Sys::create_sound - for accurate Sound::get_length / Channel::set_position on VBR MP3, and MOD/S3M/XM/IT/MIDI files. Scans file first, so takes longer to open. OPENONLY does not affect this.
CREATECOMPRESSEDSAMPLE
Load MP2/MP3/IMAADPCM/CELT/Vorbis/AT9 or XMA into memory and leave it compressed. CELT/Vorbis/AT9 encoding only supported in the FSB file format. During playback the FMOD software mixer will decode it in realtime as a ‘compressed sample’. Can only be used in combination with SOFTWARE. Overrides CREATESAMPLE. If the sound data is not one of the supported formats, it will behave as if it was created with CREATESAMPLE and decode the sound into PCM.
CREATESAMPLE
Decompress at loadtime, decompressing or decoding whole file into memory as the target sample format (ie PCM). Fastest for SOFTWARE based playback and most flexible.
CREATESTREAM
Decompress at runtime, streaming from the source provided (ie from disk). Overrides CREATESAMPLE and CREATECOMPRESSEDSAMPLE. Note a stream can only be played once at a time due to a stream only having 1 stream buffer and file handle. Open multiple streams to have them play concurrently.
DEFAULT
Default for all modes listed below. LOOP_OFF, 2D, HARDWARE
EVENT_MEMBITS_ALL
All memory used by FMOD Event System
EVENT_MEMBITS_EVENTCATEGORY
Event category objects
EVENT_MEMBITS_EVENTENVELOPE
Event envelope objects
EVENT_MEMBITS_EVENTENVELOPEDEF
Event envelope definition objects
EVENT_MEMBITS_EVENTENVELOPEPOINT
Event envelope point objects
EVENT_MEMBITS_EVENTGROUPI
EventGroup objects and internals
EVENT_MEMBITS_EVENTINSTANCE
Event instance base objects
EVENT_MEMBITS_EVENTINSTANCEPOOL
Event instance pool data
EVENT_MEMBITS_EVENTINSTANCE_COMPLEX
Complex event instance objects
EVENT_MEMBITS_EVENTINSTANCE_GROUP
All event instance memory
EVENT_MEMBITS_EVENTINSTANCE_LAYER
Event layer instance objects
EVENT_MEMBITS_EVENTINSTANCE_SIMPLE
Simple event instance objects
EVENT_MEMBITS_EVENTINSTANCE_SOUND
Event sound instance objects
EVENT_MEMBITS_EVENTPARAMETER
Event parameter objects
EVENT_MEMBITS_EVENTPROJECT
EventProject objects and internals
EVENT_MEMBITS_EVENTREVERB
Reverb objects
EVENT_MEMBITS_EVENTSYSTEM
EventSystem and various internals
EVENT_MEMBITS_FEV
Definition of objects contained in all loaded projects e.g. events, groups, categories
EVENT_MEMBITS_MEMORYFSB
Data loaded with preloadFSB
EVENT_MEMBITS_MUSICSYSTEM
MusicSystem and various internals
EVENT_MEMBITS_REVERBDEF
Reverb definition objects
EVENT_MEMBITS_SOUNDBANKCLASS
Objects used to manage wave banks
EVENT_MEMBITS_SOUNDBANKLIST
Data used to manage lists of wave bank usage
EVENT_MEMBITS_SOUNDDEFCLASS
Sound definition objects
EVENT_MEMBITS_SOUNDDEFDEFCLASS
Sound definition static data objects
EVENT_MEMBITS_SOUNDDEFPOOL
Sound definition pool data
EVENT_MEMBITS_SOUNDDEF_GROUP
All sound definition memory
EVENT_MEMBITS_STREAMINSTANCE
Stream objects and internals
EVENT_MEMBITS_USERPROPERTY
User property objects
HARDWARE
Attempts to make sounds use hardware acceleration. (DEFAULT). Note on platforms that don’t support HARDWARE (only 3DS, PS Vita, PSP, Wii and Wii U support HARDWARE), this will be internally treated as SOFTWARE.
IGNORETAGS
Skips id3v2/asf/etc tag checks when opening a sound, to reduce seek/read overhead when opening files (helps with CD performance).
INIT_3D_RIGHTHANDED
All platforms - FMOD will treat +X as right, +Y as up and +Z as backwards (towards you).
INIT_7POINT1_DOLBYMAPPING
PS3/PS4 only - FMOD uses the WAVEFORMATEX Microsoft 7.1 speaker mapping where the last 2 pairs of speakers are ‘rears’ then ‘sides’, but on PS3/PS4 these are mapped to ‘surrounds’ and ‘backs’. Use this flag to swap fmod’s last 2 pair of speakers on PS3/PS4 to avoid needing to do a special case for these platforms.
INIT_DISABLEDOLBY
Wii / 3DS - Disable Dolby Pro Logic surround. will be set to STEREO even if user has selected surround in the system settings.
INIT_DISABLE_MYEARS_AUTODETECT
Win32 - Disables automatic setting of of _STEREO to _MYEARS if the MyEars profile exists on the PC. MyEars is HRTF 7.1 downmixing through headphones.
INIT_DISTANCE_FILTERING
All platforms - All SOFTWARE with 3D based voices will add a software lowpass and highpass filter effect into the DSP chain which will act as a distance-automated bandpass filter. Use Sys::set_advanced_settings to adjust the center frequency.
INIT_ENABLE_PROFILE
All platforms - Enable TCP/IP based host which allows FMOD Designer or FMOD Profiler to connect to it, and view memory, CPU and the DSP network graph in real-time.
INIT_GEOMETRY_USECLOSEST
All platforms - With the geometry engine, only process the closest polygon rather than accumulating all polygons the sound to listener line intersects.
INIT_HRTF_LOWPASS
All platforms - All SOFTWARE (and HARDWARE on 3DS and NGP) with 3D based voices will add a software lowpass filter effect into the DSP chain which causes sounds to sound duller when the sound goes behind the listener. Use Sys::set_advanced_settings to adjust Cutoff frequency.
INIT_NORMAL
All platforms - Initialize normally
INIT_OCCLUSION_LOWPASS
All platforms - All SOFTWARE (and HARDWARE on 3DS and NGP) with 3D based voices will add a software lowpass filter effect into the DSP chain which is automatically used when Channel::set_3D_occlusion is used or the geometry API.
INIT_PS3_DISABLEDOLBYDIGITAL
PS3 only - Disable Dolby Digital output mode selection
INIT_PS3_DISABLEDTS
PS3 only - Disable DTS output mode selection
INIT_PS3_FORCE2CHLPCM
PS3 only - Force PS3 system output mode to 2 channel LPCM.
INIT_PS3_PREFERDTS
PS3 only - Prefer DTS over Dolby Digital if both are supported. Note: 8 and 6 channel LPCM is always preferred over both DTS and Dolby Digital.
INIT_REVERB_PREALLOCBUFFERS
All platforms - FMOD Software reverb will preallocate enough buffers for reverb per channel, rather than allocating them and freeing them at runtime.
INIT_SOFTWARE_DISABLE
All platforms - Disable software mixer to save memory. Anything created with SOFTWARE will fail and DSP will not work.
INIT_STREAM_FROM_UPDATE
All platforms - No stream thread is created internally. Streams are driven from Sys::update. Mainly used with non-realtime outputs.
INIT_SYNCMIXERWITHUPDATE
Win32/Wii/PS3/Xbox/Xbox 360 - FMOD Mixer thread is woken up to do a mix when Sys::update is called rather than waking periodically on its own timer.
INIT_SYSTEM_MUSICMUTENOTPAUSE
Xbox 360 / PS3 - The “music” channelgroup which by default pauses when custom 360 dashboard / PS3 BGM music is played, can be changed to mute (therefore continues playing) instead of pausing, by using this flag.
INIT_VOL0_BECOMES_VIRTUAL
All platforms - Any sounds that are 0 volume will go virtual and not be processed except for having their positions updated virtually. Use Sys::set_advanced_settings to adjust what volume besides zero to switch to virtual at.
INIT_WASAPI_EXCLUSIVE
Win32 Vista only - for WASAPI output - Enable exclusive access to hardware, lower latency at the expense of excluding other applications from accessing the audio hardware.
LOADSECONDARYRAM
Load sound into the secondary RAM of supported platform. On PS3, sounds will be loaded into RSX/VRAM.
LOOP_BIDI
For bidirectional looping sounds. (only works on software mixed static sounds).
LOOP_NORMAL
For forward looping sounds.
LOOP_OFF
For non looping sounds. (DEFAULT). Overrides LOOP_NORMAL / LOOP_BIDI.
LOWMEM
Removes some features from samples to give a lower memory overhead, like Sound::get_name. See remarks.
MEMBITS_ALL
All memory used by FMOD Ex
MEMBITS_CHANNEL
Channel related memory
MEMBITS_CHANNELGROUP
ChannelGroup objects and internals
MEMBITS_CODEC
Codecs allocated for streaming
MEMBITS_DSP
Dsp implementation objects
MEMBITS_DSPCODEC
Realtime file format decoding Dsp objects
MEMBITS_DSPCONNECTION
DspConnection objects and internals
MEMBITS_FILE
Codecs allocated for streaming
MEMBITS_GEOMETRY
Geometry objects and internals
MEMBITS_OTHER
Memory not accounted for by other types
MEMBITS_OUTPUT
Output module object and internals
MEMBITS_PLUGINS
Plugin objects and internals
MEMBITS_PROFILE
Profiler memory footprint.
MEMBITS_RECORDBUFFER
Buffer used to store recorded data from microphone
MEMBITS_REVERB
Reverb implementation objects
MEMBITS_REVERBCHANNELPROPS
Reverb channel properties structs
MEMBITS_SOUND
Sound objects and internals
MEMBITS_SOUNDGROUP
SoundGroup objects and internals
MEMBITS_SOUND_SECONDARYRAM
Sound data stored in secondary RAM
MEMBITS_STREAMBUFFER
Stream buffer memory
MEMBITS_STRING
String data
MEMBITS_SYNCPOINT
Sync point memory.
MEMBITS_SYSTEM
Sys object and various internals
MPEGSEARCH
For corrupted / bad MP3 files. This will search all the way through the file until it hits a valid MPEG header. Normally only searches for 4k.
NONBLOCKING
For opening sounds and getting streamed subsounds (seeking) asyncronously. Use Sound::get_open_state to poll the state of the sound as it opens or retrieves the subsound in the background.
OPENMEMORY
“name_or_data” will be interpreted as a pointer to memory instead of filename for creating sounds. Use CREATESOUNDEXINFO to specify length. If used with CREATESAMPLE or CREATECOMPRESSEDSAMPLE, FMOD duplicates the memory into its own buffers. Your own buffer can be freed after open. If used with CREATESTREAM, FMOD will stream out of the buffer whose pointer you passed in. In this case, your own buffer should not be freed until you have finished with and released the stream.
OPENMEMORY_POINT
“name_or_data” will be interpreted as a pointer to memory instead of filename for creating sounds. Use CREATESOUNDEXINFO to specify length. This differs to OPENMEMORY in that it uses the memory as is, without duplicating the memory into its own buffers. For Wii/PSP HARDWARE supports this flag for the GCADPCM/VAG formats. On other platforms SOFTWARE must be used, as sound hardware on the other platforms (ie PC) cannot access main ram. Cannot be freed after open, only after Sound::release. Will not work if the data is compressed and CREATECOMPRESSEDSAMPLE is not used.
OPENONLY
Just open the file, dont prebuffer or read. Good for fast opens for info, or when sound::readData is to be used.
OPENRAW
Will ignore file format and treat as raw pcm. Use CREATESOUNDEXINFO to specify format. Requires at least defaultfrequency, numchannels and format to be specified before it will open. Must be little endian data.
OPENUSER
Opens a user created static sample or stream. Use CREATESOUNDEXINFO to specify format and/or read callbacks. If a user created ‘sample’ is created with no read callback, the sample will be empty. Use Sound::lock and Sound::unlock to place sound data into the sound if this is the case.
SOFTWARE
Makes the sound be mixed by the FMOD CPU based software mixer. Overrides HARDWARE. Use this for FFT, DSP, compressed sample support, 2D multi-speaker support and other software related features.
TIMEUNIT_BUFFERED
Time value as seen by buffered stream. This is always ahead of audible time, and is only used for processing.
TIMEUNIT_MODORDER
MOD/S3M/XM/IT. Order in a sequenced module format. Use Sound::get_format to determine the PCM format being decoded to.
TIMEUNIT_MODPATTERN
MOD/S3M/XM/IT. Current pattern in a sequenced module format. Sound::get_length will return the number of patterns in the song and Channel::get_position will return the currently playing pattern.
TIMEUNIT_MODROW
MOD/S3M/XM/IT. Current row in a sequenced module format. Sound::get_length will return the number of rows in the currently playing or seeked to pattern.
TIMEUNIT_MS
Milliseconds.
TIMEUNIT_PCM
PCM samples, related to milliseconds * samplerate / 1000.
TIMEUNIT_PCMBYTES
Bytes, related to PCM samples * channels * datawidth (ie 16bit = 2 bytes).
TIMEUNIT_PCMFRACTION
Fractions of 1 PCM sample. Unsigned int range 0 to 0xFFFFFFFF. Used for sub-sample granularity for DSP purposes.
TIMEUNIT_RAWBYTES
Raw file bytes of (compressed) sound data (does not include headers). Only used by Sound::get_length and Channel::get_position.
TIMEUNIT_SENTENCE
Currently playing sentence index according to the channel.
TIMEUNIT_SENTENCE_MS
Currently playing subsound in a sentence time in milliseconds.
TIMEUNIT_SENTENCE_PCM
Currently playing subsound in a sentence time in PCM Samples, related to milliseconds * samplerate / 1000.
TIMEUNIT_SENTENCE_PCMBYTES
Currently playing subsound in a sentence time in bytes, related to PCM samples * channels * datawidth (ie 16bit = 2 bytes).
TIMEUNIT_SENTENCE_SUBSOUND
Currently playing subsound index in a sentence.
UNICODE
Filename is double-byte unicode.
UNIQUE
Unique sound, can only be played one at a time
VIRTUAL_PLAYFROMSTART
For sounds that start virtual (due to being quiet or low importance), instead of swapping back to audible, and playing at the correct offset according to time, this flag makes the sound play from the start.
_2D
Ignores any 3d processing. (DEFAULT).
_3D
Makes the sound positionable in 3D. Overrides 2D
_3D_CUSTOMROLLOFF
This sound will follow a rolloff model defined by Sound::set_3D_custom_rolloff / Channel::set_3D_custom_rolloff.
_3D_HEADRELATIVE
Make the sound’s position, velocity and orientation relative to the listener.
_3D_IGNOREGEOMETRY
Is not affect by geometry occlusion. If not specified in Sound::set_mode, or Channel::set_mode, the flag is cleared and it is affected by geometry again.
_3D_INVERSEROLLOFF
This sound will follow the inverse rolloff model where mindistance = full volume, maxdistance = where sound stops attenuating, and rolloff is fixed according to the global rolloff factor. (DEFAULT)
_3D_LINEARROLLOFF
This sound will follow a linear rolloff model where mindistance = full volume, maxdistance = silence. Rolloffscale is ignored.
_3D_LINEARSQUAREROLLOFF
This sound will follow a linear-square rolloff model where mindistance = full volume, maxdistance = silence. Rolloffscale is ignored.
_3D_WORLDRELATIVE
Make the sound’s position, velocity and orientation absolute (relative to the world). (DEFAULT)