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[Structure]

FSOUND_REVERB_CHANNELPROPERTIES

Structure defining the properties for a reverb source, related to a FSOUND channel.
For more indepth descriptions of the reverb properties under win32, please see the EAX3
documentation at http://developer.creative.com/ under the 'downloads' section.
If they do not have the EAX3 documentation, then most information can be attained from
the EAX2 documentation, as EAX3 only adds some more parameters and functionality on top of
EAX2.
Note the default reverb properties are the same as the FSOUND_PRESET_GENERIC preset.
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.
PORTABILITY: Each member has the platform it supports in braces ie (win32/xbox).
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.
Linux and FMODCE do not support the reverb api.
The numerical values listed below are the maximum, minimum and default values for each variable respectively.

Members

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) */

See Also

FSOUND_REVERB_CHANNELFLAGS , FSOUND_Reverb_GetChannelProperties , FSOUND_REVERB_PROPERTIES , FSOUND_Reverb_SetChannelProperties

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