int | Direct | /* -10000, 1000, 0, direct path level (at low and mid frequencies) (WIN32/XBOX) */ |
int | DirectHF | /* -10000, 0, 0, relative direct path level at high frequencies (WIN32/XBOX) */ |
int | Room | /* -10000, 1000, 0, room effect level (at low and mid frequencies) (WIN32/XBOX/PS2) */ |
int | RoomHF | /* -10000, 0, 0, relative room effect level at high frequencies (WIN32/XBOX) */ |
int | Obstruction | /* -10000, 0, 0, main obstruction control (attenuation at high frequencies) (WIN32/XBOX) */ |
float | ObstructionLFRatio | /* 0.0, 1.0, 0.0, obstruction low-frequency level re. main control (WIN32/XBOX) */ |
int | Occlusion | /* -10000, 0, 0, main occlusion control (attenuation at high frequencies) (WIN32/XBOX) */ |
float | OcclusionLFRatio | /* 0.0, 1.0, 0.25, occlusion low-frequency level re. main control (WIN32/XBOX) */ |
float | OcclusionRoomRatio | /* 0.0, 10.0, 1.5, relative occlusion control for room effect (WIN32) */ |
float | OcclusionDirectRatio | /* 0.0, 10.0, 1.0, relative occlusion control for direct path (WIN32) */ |
int | Exclusion | /* -10000, 0, 0, main exlusion control (attenuation at high frequencies) (WIN32) */ |
float | ExclusionLFRatio | /* 0.0, 1.0, 1.0, exclusion low-frequency level re. main control (WIN32) */ |
int | OutsideVolumeHF | /* -10000, 0, 0, outside sound cone level at high frequencies (WIN32) */ |
float | DopplerFactor | /* 0.0, 10.0, 0.0, like DS3D flDopplerFactor but per source (WIN32) */ |
float | RolloffFactor | /* 0.0, 10.0, 0.0, like DS3D flRolloffFactor but per source (WIN32) */ |
float | RoomRolloffFactor | /* 0.0, 10.0, 0.0, like DS3D flRolloffFactor but for room effect (WIN32/XBOX) */ |
float | AirAbsorptionFactor | /* 0.0, 10.0, 1.0, multiplies AirAbsorptionHF member of FSOUND_REVERB_PROPERTIES (WIN32) */ |
int | Flags | /* FSOUND_REVERB_CHANNELFLAGS - modifies the behavior of properties (WIN32) */ |