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70 lines
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<A HREF="FSOUND.html#Functions"><H5>[API function]</A></H5>
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<H2><A NAME="FSOUND_Reverb_SetProperties">FSOUND_Reverb_SetProperties</A></H2>
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Sets hardware reverb parameters for advanced tuning. <BR>
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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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<P>
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<B>signed char F_API </B><B> </B><B>FSOUND_Reverb_SetProperties</B><B>(</B><BR>
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<B>const FSOUND_REVERB_PROPERTIES *</B><I>props</I><BR>
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<B>);</B><BR>
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<H3>Parameters</H3>
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<TABLE>
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<TR VALIGN=top><TD><I>prop</I></TD>
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<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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</TD></TABLE>
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<H3>Return Value</H3>
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On success, TRUE is returned.<BR>
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On failure, FALSE is returned.<BR>
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<H3>Remarks</H3>
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You must be using FSOUND_OUTPUT_DSOUND as the output mode for this to work. <BR>
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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>
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For GameCube, use FSOUND_AUXFX_xxx api.<BR>
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___________________<BR>
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Supported on the following platforms : Win32, XBox, PlayStation 2<BR>
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<H3>See Also</H3>
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<A HREF="FSOUND_Reverb_GetChannelProperties.html">FSOUND_Reverb_GetChannelProperties</A>
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,
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<A HREF="FSOUND_Reverb_GetProperties.html">FSOUND_Reverb_GetProperties</A>
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,
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<A HREF="FSOUND_REVERB_PROPERTIES.html">FSOUND_REVERB_PROPERTIES</A>
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,
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<A HREF="FSOUND_Reverb_SetChannelProperties.html">FSOUND_Reverb_SetChannelProperties</A>
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<HR><BR><FONT SIZE="-2">This document copyright ©Firelight Technologies, Pty, Ltd, 1999-2002. All rights reserved.</FONT><BR>
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<FONT SIZE="-2">Generated Thu Dec 15 17:31:31 2005
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by SourceDoc v0.10, the automated source code documenter.</FONT><BR>
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