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using System; using System.Collections.Generic; using System.Text;
namespace NAudio.Wave.Asio { /// <summary>
/// ASIO Sample Type
/// </summary>
public enum AsioSampleType { /// <summary>
/// Int 16 MSB
/// </summary>
Int16MSB = 0, /// <summary>
/// Int 24 MSB (used for 20 bits as well)
/// </summary>
Int24MSB = 1, /// <summary>
/// Int 32 MSB
/// </summary>
Int32MSB = 2, /// <summary>
/// IEEE 754 32 bit float
/// </summary>
Float32MSB = 3, /// <summary>
/// IEEE 754 64 bit double float
/// </summary>
Float64MSB = 4, /// <summary>
/// 32 bit data with 16 bit alignment
/// </summary>
Int32MSB16 = 8, /// <summary>
/// 32 bit data with 18 bit alignment
/// </summary>
Int32MSB18 = 9, //
/// <summary>
/// 32 bit data with 20 bit alignment
/// </summary>
Int32MSB20 = 10, /// <summary>
/// 32 bit data with 24 bit alignment
/// </summary>
Int32MSB24 = 11, /// <summary>
/// Int 16 LSB
/// </summary>
Int16LSB = 16, /// <summary>
/// Int 24 LSB
/// used for 20 bits as well
/// </summary>
Int24LSB = 17, /// <summary>
/// Int 32 LSB
/// </summary>
Int32LSB = 18, /// <summary>
/// IEEE 754 32 bit float, as found on Intel x86 architecture
/// </summary>
Float32LSB = 19, /// <summary>
/// IEEE 754 64 bit double float, as found on Intel x86 architecture
/// </summary>
Float64LSB = 20, /// <summary>
/// 32 bit data with 16 bit alignment
/// </summary>
Int32LSB16 = 24, /// <summary>
/// 32 bit data with 18 bit alignment
/// </summary>
Int32LSB18 = 25, /// <summary>
/// 32 bit data with 20 bit alignment
/// </summary>
Int32LSB20 = 26, /// <summary>
/// 32 bit data with 24 bit alignment
/// </summary>
Int32LSB24 = 27, /// <summary>
/// DSD 1 bit data, 8 samples per byte. First sample in Least significant bit.
/// </summary>
DSDInt8LSB1 = 32, /// <summary>
/// DSD 1 bit data, 8 samples per byte. First sample in Most significant bit.
/// </summary>
DSDInt8MSB1 = 33, /// <summary>
/// DSD 8 bit data, 1 sample per byte. No Endianness required.
/// </summary>
DSDInt8NER8 = 40, } }
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