Microsoft DirectX 9.0 SDK Update (October 2004)

EffectsInteractive3DLevel2Reverb.HfReference Property

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

Retrieves and sets the reference high frequency, in hertz, of the EffectsInteractive3DLevel2Reverb structure.

Definition

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);

Property Value

System.Single . Reference high frequency, in hertz.

This property is read/write. 

Remarks

Can range from Interactive3DLevel2ReverbEffect.HfReferenceyMin to Interactive3DLevel2ReverbEffect.HfReferenceMax.

The default value is Interactive3DLevel2ReverbEffect.HfReferenceDefault or 5000.0 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);


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