Table of Contents

Struct DmoI3DL2Reverb.Params

Namespace
NAudio.Dmo.Effect
Assembly
NAudio.Dmo.dll

DMO I3DL2Reverb Params

public struct DmoI3DL2Reverb.Params
Inherited Members

Fields

DecayHfRatioDefault

DSFX_I3DL2REVERB_DECAYHFRATIO_DEFAULT

public const float DecayHfRatioDefault = 0.83

Field Value

float

DecayHfRatioMax

DSFX_I3DL2REVERB_DECAYHFRATIO_MAX

public const float DecayHfRatioMax = 2

Field Value

float

DecayHfRatioMin

DSFX_I3DL2REVERB_DECAYHFRATIO_MIN

public const float DecayHfRatioMin = 0.1

Field Value

float

DecayTimeDefault

DSFX_I3DL2REVERB_DECAYTIME_DEFAULT

public const float DecayTimeDefault = 1.49

Field Value

float

DecayTimeMax

DSFX_I3DL2REVERB_DECAYTIME_MAX

public const float DecayTimeMax = 20

Field Value

float

DecayTimeMin

DSFX_I3DL2REVERB_DECAYTIME_MIN

public const float DecayTimeMin = 0.1

Field Value

float

DensityDefault

DSFX_I3DL2REVERB_DENSITY_DEFAULT

public const float DensityDefault = 100

Field Value

float

DensityMax

DSFX_I3DL2REVERB_DENSITY_MAX

public const float DensityMax = 100

Field Value

float

DensityMin

DSFX_I3DL2REVERB_DENSITY_MIN

public const float DensityMin = 0

Field Value

float

DiffusionDefault

DSFX_I3DL2REVERB_DIFFUSION_DEFAULT

public const float DiffusionDefault = 100

Field Value

float

DiffusionMax

DSFX_I3DL2REVERB_DIFFUSION_MAX

public const float DiffusionMax = 100

Field Value

float

DiffusionMin

DSFX_I3DL2REVERB_DIFFUSION_MIN

public const float DiffusionMin = 0

Field Value

float

HfReferenceDefault

DSFX_I3DL2REVERB_HFREFERENCE_DEFAULT

public const float HfReferenceDefault = 5000

Field Value

float

HfReferenceMax

DSFX_I3DL2REVERB_HFREFERENCE_MAX

public const float HfReferenceMax = 20000

Field Value

float

HfReferenceMin

DSFX_I3DL2REVERB_HFREFERENCE_MIN

public const float HfReferenceMin = 20

Field Value

float

QualityDefault

DSFX_I3DL2REVERB_QUALITY_DEFAULT

public const int QualityDefault = 2

Field Value

int

QualityMax

DSFX_I3DL2REVERB_QUALITY_MAX

public const int QualityMax = 3

Field Value

int

QualityMin

DSFX_I3DL2REVERB_QUALITY_MIN

public const int QualityMin = 0

Field Value

int

ReflectionsDefault

DSFX_I3DL2REVERB_REFLECTIONS_DEFAULT

public const int ReflectionsDefault = -2602

Field Value

int

ReflectionsDelayDefault

DSFX_I3DL2REVERB_REFLECTIONSDELAY_DEFAULT

public const float ReflectionsDelayDefault = 0.007

Field Value

float

ReflectionsDelayMax

DSFX_I3DL2REVERB_REFLECTIONSDELAY_MAX

public const float ReflectionsDelayMax = 0.3

Field Value

float

ReflectionsDelayMin

DSFX_I3DL2REVERB_REFLECTIONSDELAY_MIN

public const float ReflectionsDelayMin = 0

Field Value

float

ReflectionsMax

DSFX_I3DL2REVERB_REFLECTIONS_MAX

public const int ReflectionsMax = 1000

Field Value

int

ReflectionsMin

DSFX_I3DL2REVERB_REFLECTIONS_MIN

public const int ReflectionsMin = -10000

Field Value

int

ReverbDefault

DSFX_I3DL2REVERB_REVERB_DEFAULT

public const int ReverbDefault = 200

Field Value

int

ReverbDelayDefault

DSFX_I3DL2REVERB_REVERBDELAY_DEFAULT

public const float ReverbDelayDefault = 0.011

Field Value

float

ReverbDelayMax

DSFX_I3DL2REVERB_REVERBDELAY_MAX

public const float ReverbDelayMax = 0.1

Field Value

float

ReverbDelayMin

DSFX_I3DL2REVERB_REVERBDELAY_MIN

public const float ReverbDelayMin = 0

Field Value

float

ReverbMax

DSFX_I3DL2REVERB_REVERB_MAX

public const int ReverbMax = 2000

Field Value

int

ReverbMin

DSFX_I3DL2REVERB_REVERB_MIN

public const int ReverbMin = -10000

Field Value

int

RoomDefault

DSFX_I3DL2REVERB_ROOM_DEFAULT

public const int RoomDefault = -1000

Field Value

int

RoomHfDefault

DSFX_I3DL2REVERB_ROOMHF_DEFAULT

public const int RoomHfDefault = -100

Field Value

int

RoomHfMax

DSFX_I3DL2REVERB_ROOMHF_MAX

public const int RoomHfMax = 0

Field Value

int

RoomHfMin

DSFX_I3DL2REVERB_ROOMHF_MIN

public const int RoomHfMin = -10000

Field Value

int

RoomMax

DSFX_I3DL2REVERB_ROOM_MAX

public const int RoomMax = 0

Field Value

int

RoomMin

DSFX_I3DL2REVERB_ROOM_MIN

public const int RoomMin = -10000

Field Value

int

RoomRollOffFactorDefault

DSFX_I3DL2REVERB_ROOMROLLOFFFACTOR_DEFAULT

public const float RoomRollOffFactorDefault = 0

Field Value

float

RoomRollOffFactorMax

DSFX_I3DL2REVERB_ROOMROLLOFFFACTOR_MAX

public const float RoomRollOffFactorMax = 10

Field Value

float

RoomRollOffFactorMin

DSFX_I3DL2REVERB_ROOMROLLOFFFACTOR_MIN

public const float RoomRollOffFactorMin = 0

Field Value

float

Properties

DecayHfRatio

Ratio of the decay time at high frequencies to the decay time at low frequencies.

public float DecayHfRatio { get; set; }

Property Value

float

DecayTime

Decay time, in seconds.

public float DecayTime { get; set; }

Property Value

float

Density

Modal density in the late reverberation decay, in percent.

public float Density { get; set; }

Property Value

float

Diffusion

Echo density in the late reverberation decay, in percent.

public float Diffusion { get; set; }

Property Value

float

HfReference

Reference high frequency, in hertz.

public float HfReference { get; set; }

Property Value

float

Quality

the quality of the environmental reverberation effect. Higher values produce better quality at the expense of processing time.

public int Quality { get; set; }

Property Value

int

Reflections

Attenuation of early reflections relative to lRoom, in mB.

public int Reflections { get; set; }

Property Value

int

ReflectionsDelay

Delay time of the first reflection relative to the direct path, in seconds.

public float ReflectionsDelay { get; set; }

Property Value

float

Reverb

Attenuation of late reverberation relative to lRoom, in mB.

public int Reverb { get; set; }

Property Value

int

ReverbDelay

Time limit between the early reflections and the late reverberation relative to the time of the first reflection.

public float ReverbDelay { get; set; }

Property Value

float

Room

Attenuation of the room effect, in millibels (mB)

public int Room { get; set; }

Property Value

int

RoomHf

Attenuation of the room high-frequency effect, in mB.

public int RoomHf { get; set; }

Property Value

int

RoomRollOffFactor

Rolloff factor for the reflected signals.

public float RoomRollOffFactor { get; set; }

Property Value

float

Methods

GetPreset()

retrieves an identifier for standard reverberation parameters of a buffer.

public I3DL2EnvironmentPreset GetPreset()

Returns

I3DL2EnvironmentPreset

I3DL2EnvironmentPreset

SetPreset(I3DL2EnvironmentPreset)

Sets standard reverberation parameters of a buffer.

public void SetPreset(I3DL2EnvironmentPreset preset)

Parameters

preset I3DL2EnvironmentPreset

I3DL2EnvironmentPreset