WavesReverbEffect Class (Microsoft.DirectX.DirectSound)
How Do I...?
- Add Effects to a SecondaryBuffer Object
Represents a Microsoft DirectSound effects object used to set and retrieve effect parameters on a SecondaryBuffer object that supports Waves reverberation.
Definition
Visual Basic Public Class WavesReverbEffect
Inherits MarshalByRefObject
Implements IDisposableC# public class WavesReverbEffect : MarshalByRefObject, IDisposable C++ public ref class WavesReverbEffect : MarshalByRefObject, IDisposable JScript public class WavesReverbEffect extends MarshalByRefObject implements IDisposable
Members Table
The following table lists the members exposed by the object.
Events
Event Description Disposing Occurs when the Dispose method is called or when the WavesReverbEffect object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime. Fields
Field Description HighFrequencyRtRatioDefault Retrieves the default value for the EffectsWavesReverb.HighFrequencyRtRatio property. HighFrequencyRtRatioMax Retrieves the maximum value for the EffectsWavesReverb.HighFrequencyRtRatio property. HighFrequencyRtRatioMin Retrieves the minimum value for the EffectsWavesReverb.HighFrequencyRtRatio property. InGainDefault Retrieves the default value for the EffectsWavesReverb.InGain property. InGainMax Retrieves the maximum value for the EffectsWavesReverb.InGain property. InGainMin Retrieves the minimum value for the EffectsWavesReverb.InGain property. ReverbMixDefault Retrieves the default value for the EffectsWavesReverb.ReverbMix property. ReverbMixMax Retrieves the maximum value for the EffectsWavesReverb.ReverbMix property. ReverbMixMin Retrieves the minimum value for the EffectsWavesReverb.ReverbMix property. ReverbTimeDefault Retrieves the default value for the EffectsWavesReverb.ReverbTime property. ReverbTimeMax Retrieves the maximum value for the EffectsWavesReverb.ReverbTime property. ReverbTimeMin Retrieves the minimum value for the EffectsWavesReverb.ReverbTime property. Methods
Method Description Dispose Immediately releases the unmanaged resources used by the WavesReverbEffect object. Equals Returns a value that indicates whether the current instance is equal to a specified object. Finalize Allows the WavesReverbEffect 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 WavesReverbEffect.Disposing event when called from within a derived class. WavesReverbEffect Initializes a new instance of the WavesReverbEffect class. This method supports the .NET Framework Infrastructure and is not intended to be used directly in your code. Properties
Property Description AllParameters Retrieves or sets Waves reverb parameters of a SecondaryBuffer object. Disposed Gets a value that indicates whether the object is disposed.
Inheritance Hierarchy
WavesReverbEffect
Remarks
Obtain this object by calling on the GetEffects or GetObjectInPath method of a SecondaryBuffer object that is using the effect.
The Waves reverberation DMO is based on the Waves MaxxVerb technology, which is licensed to Microsoft.
How Do I...?
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[2]; effects[0].GuidEffectClass = DSoundHelper.StandardEchoGuid; effects[1].GuidEffectClass = DSoundHelper.StandardChorusGuid; buffer.SetEffects(effects); //Play Buffer. buffer.Play(0,BufferPlayFlags.Default);
Class Information
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
See Also