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< A HREF = "FSOUND.html#Structures" > < H5 > [Structure]< / A > < / H5 >
< H2 > < A NAME = "FSOUND_REVERB_PROPERTIES" > FSOUND_REVERB_PROPERTIES< / A > < / H2 >
Structure defining a reverb environment.< BR >
For more indepth descriptions of the reverb properties under win32, please see the EAX2 and EAX3< BR >
documentation at http://developer.creative.com/ under the 'downloads' section.< BR >
If they do not have the EAX3 documentation, then most information can be attained from< BR >
the EAX2 documentation, as EAX3 only adds some more parameters and functionality on top of EAX2.< BR >
Note the default reverb properties are the same as the FSOUND_PRESET_GENERIC preset.< BR >
Note that integer values that typically range from -10,000 to 1000 are represented in decibels, and are of a logarithmic scale, not linear, wheras float values are typically linear.< BR >
PORTABILITY: Each member has the platform it supports in braces ie (win32/xbox). < BR >
Some reverb parameters are only supported in win32 and some only on xbox. If all parameters are set then the reverb should product a similar effect on either platform.< BR >
The numerical values listed below are the maximum, minimum and default values for each variable respectively.< BR >
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< H3 > Members< / H3 >
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< TR VALIGN = top > < TD > < B > unsigned int< / B > < / TD >
< TD > < I > Environment< / I > < / TD >
< TD > /* 0 , 25 , 0 , sets all listener properties (WIN32/PS2 only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > EnvSize< / I > < / TD >
< TD > /* 1.0 , 100.0 , 7.5 , environment size in meters (WIN32 only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > EnvDiffusion< / I > < / TD >
< TD > /* 0.0 , 1.0 , 1.0 , environment diffusion (WIN32/XBOX) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > int< / B > < / TD >
< TD > < I > Room< / I > < / TD >
< TD > /* -10000, 0 , -1000 , room effect level (at mid frequencies) (WIN32/XBOX/PS2) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > int< / B > < / TD >
< TD > < I > RoomHF< / I > < / TD >
< TD > /* -10000, 0 , -100 , relative room effect level at high frequencies (WIN32/XBOX) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > int< / B > < / TD >
< TD > < I > RoomLF< / I > < / TD >
< TD > /* -10000, 0 , 0 , relative room effect level at low frequencies (WIN32 only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > DecayTime< / I > < / TD >
< TD > /* 0.1 , 20.0 , 1.49 , reverberation decay time at mid frequencies (WIN32/XBOX) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > DecayHFRatio< / I > < / TD >
< TD > /* 0.1 , 2.0 , 0.83 , high-frequency to mid-frequency decay time ratio (WIN32/XBOX) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > DecayLFRatio< / I > < / TD >
< TD > /* 0.1 , 2.0 , 1.0 , low-frequency to mid-frequency decay time ratio (WIN32 only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > int< / B > < / TD >
< TD > < I > Reflections< / I > < / TD >
< TD > /* -10000, 1000 , -2602 , early reflections level relative to room effect (WIN32/XBOX) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > ReflectionsDelay< / I > < / TD >
< TD > /* 0.0 , 0.3 , 0.007 , initial reflection delay time (WIN32/XBOX) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > ReflectionsPan[3]< / I > < / TD >
< TD > /* , , [0,0,0], early reflections panning vector (WIN32 only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > int< / B > < / TD >
< TD > < I > Reverb< / I > < / TD >
< TD > /* -10000, 2000 , 200 , late reverberation level relative to room effect (WIN32/XBOX) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > ReverbDelay< / I > < / TD >
< TD > /* 0.0 , 0.1 , 0.011 , late reverberation delay time relative to initial reflection (WIN32/XBOX) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > ReverbPan[3]< / I > < / TD >
< TD > /* , , [0,0,0], late reverberation panning vector (WIN32 only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > EchoTime< / I > < / TD >
< TD > /* .075 , 0.25 , 0.25 , echo time (WIN32/PS2 only. PS2 = Delay time for ECHO/DELAY modes only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > EchoDepth< / I > < / TD >
< TD > /* 0.0 , 1.0 , 0.0 , echo depth (WIN32/PS2 only. PS2 = Feedback level for ECHO mode only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > ModulationTime< / I > < / TD >
< TD > /* 0.04 , 4.0 , 0.25 , modulation time (WIN32 only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > ModulationDepth< / I > < / TD >
< TD > /* 0.0 , 1.0 , 0.0 , modulation depth (WIN32 only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > AirAbsorptionHF< / I > < / TD >
< TD > /* -100 , 0.0 , -5.0 , change in level per meter at high frequencies (WIN32 only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > HFReference< / I > < / TD >
< TD > /* 1000.0, 20000 , 5000.0 , reference high frequency (hz) (WIN32/XBOX) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > LFReference< / I > < / TD >
< TD > /* 20.0 , 1000.0, 250.0 , reference low frequency (hz) (WIN32 only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > RoomRolloffFactor< / I > < / TD >
< TD > /* 0.0 , 10.0 , 0.0 , like FSOUND_3D_SetRolloffFactor but for room effect (WIN32/XBOX) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > Diffusion< / I > < / TD >
< TD > /* 0.0 , 100.0 , 100.0 , Value that controls the echo density in the late reverberation decay. (XBOX only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > float< / B > < / TD >
< TD > < I > Density< / I > < / TD >
< TD > /* 0.0 , 100.0 , 100.0 , Value that controls the modal density in the late reverberation decay (XBOX only) */< BR >
< / TD > < TR VALIGN = top > < TD > < B > unsigned int< / B > < / TD >
< TD > < I > Flags< / I > < / TD >
< TD > /* FSOUND_REVERB_FLAGS - modifies the behavior of above properties (WIN32/PS2 only) */< BR >
< / TD > < / TABLE >
< H3 > See Also< / H3 >
< A HREF = "FSOUND_3D_SetRolloffFactor.html" > FSOUND_3D_SetRolloffFactor< / A >
,
< A HREF = "FSOUND_REVERB_FLAGS.html" > FSOUND_REVERB_FLAGS< / A >
,
< A HREF = "FSOUND_Reverb_GetProperties.html" > FSOUND_Reverb_GetProperties< / A >
,
< A HREF = "FSOUND_REVERB_PRESETS.html" > FSOUND_REVERB_PRESETS< / A >
,
< A HREF = "FSOUND_Reverb_SetProperties.html" > FSOUND_Reverb_SetProperties< / A >
< HR > < BR > < FONT SIZE = "-2" > This document copyright © Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.< / FONT > < BR >
< FONT SIZE = "-2" > Generated Thu Dec 15 17:31:37 2005
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