AudioReadMode.generated.cs 957 B

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  1. using System;
  2. using System.Runtime.CompilerServices;
  3. using System.Runtime.InteropServices;
  4. namespace BansheeEngine
  5. {
  6. /** @addtogroup Audio
  7. * @{
  8. */
  9. /// <summary>Modes that determine how and when is audio data read.</summary>
  10. public enum AudioReadMode
  11. {
  12. /// <summary>Entire audio clip will be loaded and decompressed. Uses most memory but has lowest CPU impact.</summary>
  13. LoadDecompressed = 0,
  14. /// <summary>
  15. /// Entire audio clip will be loaded, but will be decompressed while playing. Uses medium amount of memory and has the
  16. /// highest CPU impact.
  17. /// </summary>
  18. LoadCompressed = 1,
  19. /// <summary>
  20. /// Audio will be slowly streamed from the disk, and decompressed if needed. Uses very little memory, and has either low
  21. /// or high CPU impact depending if the audio is in a compressed format. Since data is streamed from the disk, read
  22. /// speeds could also be a bottleneck.
  23. /// </summary>
  24. Stream = 2
  25. }
  26. /** @} */
  27. }