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 } /** @} */ }