Microsoft DirectX 9.0 SDK Update (October 2004)

EffectsInteractive3DLevel2Reverb.Reverb Property

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

Retrieves and sets the attenuation of late reverberation relative to Room, in mB, of the EffectsInteractive3DLevel2Reverb structure.

Definition

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

Property Value

System.Int32 . Attenuation of late reverberation relative to Room, in mB.

This property is read/write. 

Remarks

Can range from Interactive3DLevel2ReverbEffect.ReverbMin to Interactive3DLevel2ReverbEffect.ReverbMax.

The default value is Interactive3DLevel2ReverbEffect.ReverbDefault or -200 mB.

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);


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