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[Structure]

FSOUND_REVERB_PROPERTIES

Structure defining a reverb environment.
For more indepth descriptions of the reverb properties under win32, please see the EAX2 and 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.
The numerical values listed below are the maximum, minimum and default values for each variable respectively.

Members

unsigned int Environment /* 0 , 25 , 0 , sets all listener properties (WIN32/PS2 only) */
float EnvSize /* 1.0 , 100.0 , 7.5 , environment size in meters (WIN32 only) */
float EnvDiffusion /* 0.0 , 1.0 , 1.0 , environment diffusion (WIN32/XBOX) */
int Room /* -10000, 0 , -1000 , room effect level (at mid frequencies) (WIN32/XBOX/PS2) */
int RoomHF /* -10000, 0 , -100 , relative room effect level at high frequencies (WIN32/XBOX) */
int RoomLF /* -10000, 0 , 0 , relative room effect level at low frequencies (WIN32 only) */
float DecayTime /* 0.1 , 20.0 , 1.49 , reverberation decay time at mid frequencies (WIN32/XBOX) */
float DecayHFRatio /* 0.1 , 2.0 , 0.83 , high-frequency to mid-frequency decay time ratio (WIN32/XBOX) */
float DecayLFRatio /* 0.1 , 2.0 , 1.0 , low-frequency to mid-frequency decay time ratio (WIN32 only) */
int Reflections /* -10000, 1000 , -2602 , early reflections level relative to room effect (WIN32/XBOX) */
float ReflectionsDelay /* 0.0 , 0.3 , 0.007 , initial reflection delay time (WIN32/XBOX) */
float ReflectionsPan[3] /* , , [0,0,0], early reflections panning vector (WIN32 only) */
int Reverb /* -10000, 2000 , 200 , late reverberation level relative to room effect (WIN32/XBOX) */
float ReverbDelay /* 0.0 , 0.1 , 0.011 , late reverberation delay time relative to initial reflection (WIN32/XBOX) */
float ReverbPan[3] /* , , [0,0,0], late reverberation panning vector (WIN32 only) */
float EchoTime /* .075 , 0.25 , 0.25 , echo time (WIN32/PS2 only. PS2 = Delay time for ECHO/DELAY modes only) */
float EchoDepth /* 0.0 , 1.0 , 0.0 , echo depth (WIN32/PS2 only. PS2 = Feedback level for ECHO mode only) */
float ModulationTime /* 0.04 , 4.0 , 0.25 , modulation time (WIN32 only) */
float ModulationDepth /* 0.0 , 1.0 , 0.0 , modulation depth (WIN32 only) */
float AirAbsorptionHF /* -100 , 0.0 , -5.0 , change in level per meter at high frequencies (WIN32 only) */
float HFReference /* 1000.0, 20000 , 5000.0 , reference high frequency (hz) (WIN32/XBOX) */
float LFReference /* 20.0 , 1000.0, 250.0 , reference low frequency (hz) (WIN32 only) */
float RoomRolloffFactor /* 0.0 , 10.0 , 0.0 , like FSOUND_3D_SetRolloffFactor but for room effect (WIN32/XBOX) */
float Diffusion /* 0.0 , 100.0 , 100.0 , Value that controls the echo density in the late reverberation decay. (XBOX only) */
float Density /* 0.0 , 100.0 , 100.0 , Value that controls the modal density in the late reverberation decay (XBOX only) */
unsigned int Flags /* FSOUND_REVERB_FLAGS - modifies the behavior of above properties (WIN32/PS2 only) */

See Also

FSOUND_3D_SetRolloffFactor , FSOUND_REVERB_FLAGS , FSOUND_Reverb_GetProperties , FSOUND_REVERB_PRESETS , FSOUND_Reverb_SetProperties

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