Microsoft DirectX 9.0 SDK Update (October 2004)

EffectsInteractive3DLevel2Reverb.Density Property

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

Retrieves and sets the modal density in the late reverberation decay, in percent, of the EffectsInteractive3DLevel2Reverb structure.

Definition

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

Property Value

System.Single . Modal density in the late reverberation decay, in percent

This property is read/write. 

Remarks

Can range from Interactive3DLevel2ReverbEffect.DensityMin to Interactive3DLevel2ReverbEffect.DensityMax.

The default value is Interactive3DLevel2ReverbEffect.DensityDefault or 100 percent.

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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