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< A HREF = "FSOUND.html#Functions" > < H5 > [API function]< / A > < / H5 >
< H2 > < A NAME = "FSOUND_Reverb_SetProperties" > FSOUND_Reverb_SetProperties< / A > < / H2 >
Sets hardware reverb parameters for advanced tuning. < BR >
The best way to modify these is to set everything to use pre-defined presets given in the header, and then start modifying values.< BR >
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< B > signed char F_API < / B > < B > < / B > < B > FSOUND_Reverb_SetProperties< / B > < B > (< / B > < BR >
< B > const FSOUND_REVERB_PROPERTIES *< / B > < I > props< / I > < BR >
< B > );< / B > < BR >
< H3 > Parameters< / H3 >
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< TR VALIGN = top > < TD > < I > prop< / I > < / TD >
< TD > A pointer to a FSOUND_REVERB_PROPERTIES struct. The definition for this structure is given in the link below.< BR >
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< H3 > Return Value< / H3 >
On success, TRUE is returned.< BR >
On failure, FALSE is returned.< BR >
< H3 > Remarks< / H3 >
You must be using FSOUND_OUTPUT_DSOUND as the output mode for this to work. < BR >
In dsound, the reverb will only work if you have an EAX compatible soundcard such as the SBLive, and your sample/stream was created with the FSOUND_HW3D flag.< BR >
For GameCube, use FSOUND_AUXFX_xxx api.< BR >
___________________< BR >
Supported on the following platforms : Win32, XBox, PlayStation 2< BR >
< H3 > See Also< / H3 >
< A HREF = "FSOUND_Reverb_GetChannelProperties.html" > FSOUND_Reverb_GetChannelProperties< / A >
,
< A HREF = "FSOUND_Reverb_GetProperties.html" > FSOUND_Reverb_GetProperties< / A >
,
< A HREF = "FSOUND_REVERB_PROPERTIES.html" > FSOUND_REVERB_PROPERTIES< / A >
,
< A HREF = "FSOUND_Reverb_SetChannelProperties.html" > FSOUND_Reverb_SetChannelProperties< / A >
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