CompressorEffect Class (Microsoft.DirectX.DirectSound)
Represents a Microsoft DirectSound effects object used to set and retrieve effect parameters on a SecondaryBuffer object that supports compression.
Visual Basic Public Class CompressorEffect
C# public class CompressorEffect : MarshalByRefObject, IDisposable C++ public ref class CompressorEffect : MarshalByRefObject, IDisposable JScript public class CompressorEffect extends MarshalByRefObject implements IDisposable
The following table lists the members exposed by the object.
Event Description Disposing Occurs when the Dispose method is called or when the CompressorEffect object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime.
Field Description AttackMax Retrieves the maximum value for the EffectsCompression.Attack property. AttackMin Retrieves the minimum value for the EffectsCompression.Attack property. GainMax Retrieves the maximum value for the EffectsCompression.Gain property. GainMin Retrieves the minimum value for the EffectsCompression.Gain property. PreDelayMax Retrieves the maximum value for the EffectsCompression.PreDelay property. PreDelayMin Retrieves the minimum value for the EffectsCompression.PreDelay property. RatioMax Retrieves the maximum value for the EffectsCompression.Ratio property. RatioMin Retrieves the minimum value for the EffectsCompression.Ratio property. ReleaseMax Retrieves the maximum value for the EffectsCompression.Release property. ReleaseMin Retrieves the minimum value for the EffectsCompression.Release property. ThresholdMax Retrieves the maximum value for the EffectsCompression.Threshold property. ThresholdMin Retrieves the minimum value for the EffectsCompression.Threshold property.
Method Description CompressorEffect Initializes a new instance of the CompressorEffect class. This method supports the .NET Framework Infrastructure and is not intended to be used directly in your code. Dispose Immediately releases the unmanaged resources used by the CompressorEffect object. Equals Returns a value that indicates whether the current instance is equal to a specified object. Finalize Allows the CompressorEffect object to free resources before it is destroyed by the garbage collector. GetHashCode Returns the hash code for the current instance. GetObjectByValue This member supports the infrastructure for Microsoft DirectX 9.0 for Managed Code and is not intended to be used directly from your code. op_Equality Compares the current instance of a class to another instance to determine whether they are the same. op_Inequality Compares the current instance of a class to another instance to determine whether they are different. raise_Disposing Raises the CompressorEffect.Disposing event when called from within a derived class.
Add Effects to a SecondaryBuffer Object
This C# example demonstrates how to add effect objects to a SecondaryBuffer object.[C#] //Create and setup the sound device. Device dev = new Device(); dev.SetCooperativeLevel(this,CooperativeLevel.Normal); //Create and setup the buffer description. BufferDescription buffer_desc = new BufferDescription(); buffer_desc.ControlEffects = true; //this has to be true to use effects. buffer_desc.GlobalFocus = true; //play sound even if application loses focus. //Create and setup the buffer for playing the sound. SecondaryBuffer buffer = new SecondaryBuffer( @"C:\WINDOWS\Media\ding.wav", buffer_desc, dev); //Create an array of effects descriptions, //set the effect objects to echo and chorus and //set it in the buffer. EffectDescription effects = new EffectDescription; effects.GuidEffectClass = DSoundHelper.StandardEchoGuid; effects.GuidEffectClass = DSoundHelper.StandardChorusGuid; buffer.SetEffects(effects); //Play Buffer. buffer.Play(0,BufferPlayFlags.Default);
Namespace Microsoft.DirectX.DirectSound Assembly Microsoft.DirectX.DirectSound (microsoft.directx.directsound.dll) Strong Name Microsoft.DirectX.DirectSound, Version=1.0.900.0, Culture=neutral, PublicKeyToken=d3231b57b74a1492