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