SoundEngineOptionFlag Enumeration

An enumeration for all options for starting up the sound engine When using createSoundEngine, use a combination of this these options parameter to start up the engine.



Member Name Description
DefaultOptions Default parameters when starting up the engine. A combination of MultiThreaded | LoadPlugins | Use3DBuffers | PrintDebugInfoIntoDebugger
LinearRolloff If specified, instead of the default logarithmic one, irrKlang will use a linear rolloff model which influences the attenuation of the sounds over distance. The volume is interpolated linearly between the MinDistance and MaxDistance, making it possible to adjust sounds more easily although this is not physically correct. Note that this option may not work when used together with the Use3DBuffers option when using Direct3D for example, irrKlang will then turn off Use3DBuffers automaticly to be able to use this option and write out a warning.
PrintDebugInfoIntoDebugger In addition to printing debug info to stdout, irrKlang will print debug info to any windows debugger supporting OutputDebugString() (like VisualStudio). This is pretty useful if your application does not capture any console output.
Use3DBuffers Uses 3D sound buffers instead of emulating them when playing 3d sounds (default). If this flag is not specified, all buffers will by created in 2D only and 3D positioning will be emulated in software, making the engine run faster if hardware 3d audio is slow on the system.
LoadPlugins Automaticly loads external plugins when starting up. Plugins usually are .dll files named for example ikpMP3.dll (= short for irrKlangPluginMP3) which are executed after the startup of the sound engine and modify it for example to make it possible to play back mp3 files. Plugins are being loaded from the current working directory as well as from the position where the .exe using the irrKlang library resides.
MuteIfNotFocused If the window of the application doesn't have the focus, irrKlang will be silent if this has been set. This will only work when irrKlang is using the DirectSound output driver.
MultiThreaded If specified (default), it will make irrKlang run in a separate thread, updating all streams, sounds, 3d positions and whatever automaticly. You also don't need to call ISoundEngine::update() if irrKlang is running multithreaded. However, if you want to run irrKlang in the same thread as your application (for easier debugging for example), don't set this. But you need to call ISoundEngine::update() as often as you can (at least about 2-3 times per second) to make irrKlang update everything correctly then.


Namespace: IrrKlang

Assembly: irrKlang.NET (in irrKlang.NET.dll)

See Also

IrrKlang Namespace