EffectsInteractive3DLevel2Reverb Structure
Language: Visual Basic .NET C# Managed C++ JScript .NET (Show All)
Note: This documentation is preliminary and is subject to change.
Contains parameters for an I3DL2 (Interactive 3D Audio Level 2) reverberation effect.
Definition
Visual Basic .NET
Public Structure EffectsInteractive3DLevel2Reverb
C#
public struct EffectsInteractive3DLevel2Reverb
Managed C++
public __value struct EffectsInteractive3DLevel2Reverb
JScript .NET
In JScript .NET, you can use structures, but you cannot define your own.
Members Table
The following table lists the members exposed by the object. Click a tab on the left to choose the type of member you want to view.
Methods
Properties
Property
Description
DecayHfRatio
Retrieves and sets the ratio of the decay time at high frequencies to the decay time at low frequencies, of the EffectsInteractive3DLevel2Reverb structure.
DecayTime
Retrieves and sets the decay time, in seconds, of the EffectsInteractive3DLevel2Reverb structure.
Density
Retrieves and sets the modal density in the late reverberation decay, in percent, of the EffectsInteractive3DLevel2Reverb structure.
Diffusion
Retrieves and sets the echo density in the late reverberation decay, in percent, of the EffectsInteractive3DLevel2Reverb structure.
HfReference
Retrieves and sets the reference high frequency, in hertz, of the EffectsInteractive3DLevel2Reverb structure.
Reflections
Retrieves and sets the attenuation of early reflections relative to Room , in mB, of the EffectsInteractive3DLevel2Reverb structure.
ReflectionsDelay
Retrieves and sets the delay time of the first reflection relative to the direct path, in seconds, of the EffectsInteractive3DLevel2Reverb structure.
Reverb
Retrieves and sets the attenuation of late reverberation relative to Room , in mB, of the EffectsInteractive3DLevel2Reverb structure.
ReverbDelay
Retrieves and sets the time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds, of the EffectsInteractive3DLevel2Reverb structure.
Room
Retrieves and sets the attenuation of the room effect, in millibels (mB), of the EffectsInteractive3DLevel2Reverb structure.
RoomHf
Retrieves and sets the attenuation of the room high-frequency effect, in mB, of the EffectsInteractive3DLevel2Reverb structure.
RoomRolloffFactor
Retrieves and sets the rolloff factor for the reflected signals of the EffectsInteractive3DLevel2Reverb structure.
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);
Structure Information
Namespace
Microsoft.DirectX.DirectSound
Assembly
Microsoft.DirectX.DirectSound (microsoft.directx.directsound.dll)
Strong Name
Microsoft.DirectX.DirectSound,
Version=1.0.2902.0,
Culture=neutral,
PublicKeyToken=31bf3856ad364e35
See Also
© 2004 Microsoft Corporation. All rights reserved. Terms of use.
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