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EffectsInteractive3DLevel2Reverb.HfReference Property |
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Retrieves and sets the reference high frequency, in hertz, of the EffectsInteractive3DLevel2Reverb structure.
Visual Basic .NET Public Property HfReference As Single C# public float HfReference { get; set; } Managed C++ public: __property float get_HfReference();
public: __property void set_HfReference(float);JScript .NET public function get HfReference() : float
public function set HfReference(float);
System.Single . Reference high frequency, in hertz.
This property is read/write.
Can range from Interactive3DLevel2ReverbEffect.HfReferenceyMin to Interactive3DLevel2ReverbEffect.HfReferenceMax.
The default value is Interactive3DLevel2ReverbEffect.HfReferenceDefault or 5000.0 Hz.
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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