Microsoft DirectX 9.0 SDK Update (October 2004)

EffectsDistortion.PostEqCenterFrequency Property

Language:

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

Retrieves and sets the center frequency of harmonic content addition, in the EffectsDistortion structure.

Definition

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

Property Value

System.Single . Center frequency of harmonic content addition.

This property is read/write. 

Remarks

Can range from DistortionEffect.PostEqCenterFrequencyMin to DistortionEffect.PostEqCenterFrequency.

The default value is 2400 Hz.

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