Microsoft DirectX 9.0 SDK Update (October 2004)

EffectsInteractive3DLevel2Reverb.DecayTime Property

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Note: This documentation is preliminary and is subject to change.
How Do I...?

Retrieves and sets the decay time, in seconds, of the EffectsInteractive3DLevel2Reverb structure.

Definition

Visual Basic .NET Public Property DecayTime As Single
C# public float DecayTime { get; set; }
Managed C++ public: __property float get_DecayTime();
public: __property void set_DecayTime(float);
JScript .NET public function get DecayTime() : float
public function set DecayTime(float);

Property Value

System.Single . Decay time, in seconds.

This property is read/write. 

Remarks

Can range from Interactive3DLevel2ReverbEffect.DecayTimeMin to Interactive3DLevel2ReverbEffect.DecayTimeMax.

The default value is Interactive3DLevel2ReverbEffect.DecayTimeDefault or 1.49 seconds.

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);


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