Microsoft DirectX 9.0 SDK Update (October 2004)

EffectsEcho.WetDryMix Property

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

Retrieves and sets the ratio of wet (processed) signal to dry (unprocessed) signal in the EffectsEcho structure.

Definition

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

Property Value

System.Single . Ratio of wet (processed) signal to dry (unprocessed) signal.

This property is read/write. 

Remarks

Can range from EchoEffect.WetDryMixMin to EchoEffect.WetDryMixMax.

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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