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EffectsInteractive3DLevel2Reverb.DecayHfRatio Property |
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Retrieves and sets the ratio of the decay time at high frequencies to the decay time at low frequencies, of the EffectsInteractive3DLevel2Reverb structure.
Visual Basic .NET Public Property DecayHfRatio As Single C# public float DecayHfRatio { get; set; } Managed C++ public: __property float get_DecayHfRatio();
public: __property void set_DecayHfRatio(float);JScript .NET public function get DecayHfRatio() : float
public function set DecayHfRatio(float);
System.Single . Ratio of the decay time at high frequencies to the decay time at low frequencies.
This property is read/write.
Can range from Interactive3DLevel2ReverbEffect.DecayHfRatioMin to Interactive3DLevel2ReverbEffect.DecayHfRatioMax.
The default value is Interactive3DLevel2ReverbEffect.DecayHfRatioDefault or 0.83.
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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