using System;
using System.Runtime.CompilerServices;
using System.Runtime.InteropServices;
namespace BansheeEngine
{
/** @addtogroup Audio
* @{
*/
/// Modes that determine how and when is audio data read.
public enum AudioReadMode
{
/// Entire audio clip will be loaded and decompressed. Uses most memory but has lowest CPU impact.
LoadDecompressed = 0,
///
/// Entire audio clip will be loaded, but will be decompressed while playing. Uses medium amount of memory and has the
/// highest CPU impact.
///
LoadCompressed = 1,
///
/// Audio will be slowly streamed from the disk, and decompressed if needed. Uses very little memory, and has either low
/// or high CPU impact depending if the audio is in a compressed format. Since data is streamed from the disk, read
/// speeds could also be a bottleneck.
///
Stream = 2
}
/** @} */
}