EffectsInteractive3DLevel2Reverb Structure (Microsoft.DirectX.DirectSound)

How Do I...?

Contains parameters for an I3DL2 (Interactive 3D Audio Level 2) reverberation effect.

Definition

Visual BasicPublic Structure EffectsInteractive3DLevel2Reverb
C#public struct EffectsInteractive3DLevel2Reverb 
C++public value class EffectsInteractive3DLevel2Reverb sealed 
JScriptIn JScript, you can use structures, but you cannot define your own.

Members Table

The following table lists the members exposed by the object.

Methods

MethodDescription
EffectsInteractive3DLevel2Reverb Initializes a new instance of the EffectsInteractive3DLevel2Reverb structure.
ToString Obtains a string representation of the current instance.

Properties

PropertyDescription
DecayHfRatio Retrieves and sets the ratio of the decay time at high frequencies to the decay time at low frequencies, of the EffectsInteractive3DLevel2Reverb structure.
DecayTime Retrieves and sets the decay time, in seconds, of the EffectsInteractive3DLevel2Reverb structure.
Density Retrieves and sets the modal density in the late reverberation decay, in percent, of the EffectsInteractive3DLevel2Reverb structure.
Diffusion Retrieves and sets the echo density in the late reverberation decay, in percent, of the EffectsInteractive3DLevel2Reverb structure.
HfReference Retrieves and sets the reference high frequency, in hertz, of the EffectsInteractive3DLevel2Reverb structure.
Reflections Retrieves and sets the attenuation of early reflections relative to Room, in mB, of the EffectsInteractive3DLevel2Reverb structure.
ReflectionsDelay Retrieves and sets the delay time of the first reflection relative to the direct path, in seconds, of the EffectsInteractive3DLevel2Reverb structure.
Reverb Retrieves and sets the attenuation of late reverberation relative to Room, in mB, of the EffectsInteractive3DLevel2Reverb structure.
ReverbDelay Retrieves and sets the time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds, of the EffectsInteractive3DLevel2Reverb structure.
Room Retrieves and sets the attenuation of the room effect, in millibels (mB), of the EffectsInteractive3DLevel2Reverb structure.
RoomHf Retrieves and sets the attenuation of the room high-frequency effect, in mB, of the EffectsInteractive3DLevel2Reverb structure.
RoomRolloffFactor Retrieves and sets the rolloff factor for the reflected signals of the EffectsInteractive3DLevel2Reverb structure.

How Do I...?

Use Effect Parameters

This C# example demonstrates how to use the parameters of an effect object from a SecondaryBuffer object.

The buffer object in this code snippet is assumed to be the SecondaryBuffer from the code in Add Effects to a SecondaryBuffer Object.


              [C#]
              

//Retrieve the effects object and
//the effect param sturctures and edit parameters.
EchoEffect echo = (EchoEffect)buffer.GetEffects(0);
EffectsEcho echo_params = echo.AllParameters;

echo_params.LeftDelay = 250.0f;
echo_params.RightDelay = 100.0f;
echo_params.Feedback = 85.0f;
echo_params.PanDelay = 1;
echo_params.WetDryMix = 50.0f;

ChorusEffect chorus = (ChorusEffect)buffer.GetEffects(1);
EffectsChorus chorus_params = chorus.AllParameters;

chorus_params.Delay = 15.0f;
chorus_params.Depth = ChorusEffect.DepthMax;
chorus_params.Phase = ChorusEffect.PhaseNegative90;
chorus_params.Waveform = ChorusEffect.WaveSin;
chorus_params.WetDryMix = 50.0f;

//Set the new parameters and play the buffer.
echo.AllParameters = echo_params;
chorus.AllParameters = chorus_params;
buffer.Play(0,BufferPlayFlags.Default);


Structure Information

NamespaceMicrosoft.DirectX.DirectSound
AssemblyMicrosoft.DirectX.DirectSound (microsoft.directx.directsound.dll)
Strong NameMicrosoft.DirectX.DirectSound,  Version=1.0.900.0,  Culture=neutral,  PublicKeyToken=d3231b57b74a1492

See Also

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