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Audio Data Types |
Header: Sound.h |
enum { kSoundNotCompressed = 'NONE', k8BitOffsetBinaryFormat = 'raw ', k16BitBigEndianFormat = 'twos', k16BitLittleEndianFormat = 'sowt', kFloat32Format = 'fl32', kFloat64Format = 'fl64', k24BitFormat = 'in24', k32BitFormat = 'in32', k32BitLittleEndianFormat = ''23ni'', kMACE3Compression = ''MAC3'', kMACE6Compression = ''MAC6'', kCDXA4Compression = ''cdx4'', kCDXA2Compression = ''cdx2'', kIMACompression = ''ima4'', kULawCompression = ''ulaw'', kALawCompression = ''alaw'', kMicrosoftADPCMFormat = 1836253186, kDVIIntelIMAFormat = 1836253201, kDVAudioFormat = ''dvca'', kQDesignCompression = ''QDMC'', kQUALCOMMCompression = ''Qclp'', kOffsetBinary = ''raw '', kTwosComplement = ''twos'', kLittleEndianFormat = ''sowt'', kMPEGLayer3Format = 1836253269, kFullMPEGLay3Format = ''.mp3'' };
The data is compressed using MACE 3:1 compression.
The data is compressed using MACE 6:1 compression.
The data is noncompressed samples in offset binary format (that is, values range from 0 to 255).
The data is noncompressed samples in twos complement format (that is, values range from 128 to 128).
You can use these constants to define the format of the audio data your sound component is currently producing. You can also define additional data types to denote your own compression schemes. You pass these constants in the format field of a sound component data structure.
© 2000 Apple Computer, Inc. (Last Updated 6/30/2000)