Microsoft DirectX 9.0 SDK Update (October 2004)

EffectsInteractive3DLevel2Reverb.Room Property

Language:

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

Retrieves and sets the attenuation of the room effect, in millibels (mB), of the EffectsInteractive3DLevel2Reverb structure.

Definition

Visual Basic .NET Public Property Room As Integer
C# public int Room { get; set; }
Managed C++ public: __property int get_Room();
public: __property void set_Room(int);
JScript .NET public function get Room() : int
public function set Room(int);

Property Value

System.Int32 . Attenuation of the room effect, in millibels (mB).

This property is read/write. 

Remarks

Can range from Interactive3DLevel2ReverbEffect.RoomMin to Interactive3DLevel2ReverbEffect.RoomMax.

The default value is Interactive3DLevel2ReverbEffect.RoomDefault or -1000 mB.

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);


© 2004 Microsoft Corporation. All rights reserved. Terms of use.

Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center