Microsoft DirectX 9.0 SDK Update (October 2004)

EffectsEcho.PanDelay Property

Language:

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

Retrieves and sets the value that specifies whether to swap left and right delays with each successive echo, in the EffectsEcho structure.

Definition

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

Property Value

System.Int32 . Value that specifies whether to swap left and right delays with each successive echo.

This property is read/write. 

Remarks

Can range from EchoEffect.PanDelayMin to EchoEffect.PanDelayMax.

The default value is zero, meaning no swap.

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