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<A HREF="FSOUND.html#Structures"><H5>[Structure]</A></H5>
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<H2><A NAME="FSOUND_REVERB_PROPERTIES">FSOUND_REVERB_PROPERTIES</A></H2>
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Structure defining a reverb environment.<BR>
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For more indepth descriptions of the reverb properties under win32, please see the EAX2 and EAX3<BR>
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documentation at http://developer.creative.com/ under the 'downloads' section.<BR>
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If they do not have the EAX3 documentation, then most information can be attained from<BR>
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the EAX2 documentation, as EAX3 only adds some more parameters and functionality on top of EAX2.<BR>
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Note the default reverb properties are the same as the FSOUND_PRESET_GENERIC preset.<BR>
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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.<BR>
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PORTABILITY: Each member has the platform it supports in braces ie (win32/xbox). <BR>
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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.<BR>
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The numerical values listed below are the maximum, minimum and default values for each variable respectively.<BR>
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<P>
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<H3>Members</H3>
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<TABLE>
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<TR VALIGN=top><TD><B>unsigned int</B></TD>
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<TD><I>Environment</I></TD>
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<TD>/* 0 , 25 , 0 , sets all listener properties (WIN32/PS2 only) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>EnvSize</I></TD>
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<TD>/* 1.0 , 100.0 , 7.5 , environment size in meters (WIN32 only) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>EnvDiffusion</I></TD>
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<TD>/* 0.0 , 1.0 , 1.0 , environment diffusion (WIN32/XBOX) */<BR>
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</TD><TR VALIGN=top><TD><B>int</B></TD>
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<TD><I>Room</I></TD>
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<TD>/* -10000, 0 , -1000 , room effect level (at mid frequencies) (WIN32/XBOX/PS2) */<BR>
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</TD><TR VALIGN=top><TD><B>int</B></TD>
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<TD><I>RoomHF</I></TD>
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<TD>/* -10000, 0 , -100 , relative room effect level at high frequencies (WIN32/XBOX) */<BR>
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</TD><TR VALIGN=top><TD><B>int</B></TD>
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<TD><I>RoomLF</I></TD>
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<TD>/* -10000, 0 , 0 , relative room effect level at low frequencies (WIN32 only) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>DecayTime</I></TD>
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<TD>/* 0.1 , 20.0 , 1.49 , reverberation decay time at mid frequencies (WIN32/XBOX) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>DecayHFRatio</I></TD>
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<TD>/* 0.1 , 2.0 , 0.83 , high-frequency to mid-frequency decay time ratio (WIN32/XBOX) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>DecayLFRatio</I></TD>
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<TD>/* 0.1 , 2.0 , 1.0 , low-frequency to mid-frequency decay time ratio (WIN32 only) */<BR>
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</TD><TR VALIGN=top><TD><B>int</B></TD>
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<TD><I>Reflections</I></TD>
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<TD>/* -10000, 1000 , -2602 , early reflections level relative to room effect (WIN32/XBOX) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>ReflectionsDelay</I></TD>
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<TD>/* 0.0 , 0.3 , 0.007 , initial reflection delay time (WIN32/XBOX) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>ReflectionsPan[3]</I></TD>
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<TD>/* , , [0,0,0], early reflections panning vector (WIN32 only) */<BR>
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</TD><TR VALIGN=top><TD><B>int</B></TD>
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<TD><I>Reverb</I></TD>
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<TD>/* -10000, 2000 , 200 , late reverberation level relative to room effect (WIN32/XBOX) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>ReverbDelay</I></TD>
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<TD>/* 0.0 , 0.1 , 0.011 , late reverberation delay time relative to initial reflection (WIN32/XBOX) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>ReverbPan[3]</I></TD>
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<TD>/* , , [0,0,0], late reverberation panning vector (WIN32 only) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>EchoTime</I></TD>
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<TD>/* .075 , 0.25 , 0.25 , echo time (WIN32/PS2 only. PS2 = Delay time for ECHO/DELAY modes only) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>EchoDepth</I></TD>
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<TD>/* 0.0 , 1.0 , 0.0 , echo depth (WIN32/PS2 only. PS2 = Feedback level for ECHO mode only) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>ModulationTime</I></TD>
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<TD>/* 0.04 , 4.0 , 0.25 , modulation time (WIN32 only) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>ModulationDepth</I></TD>
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<TD>/* 0.0 , 1.0 , 0.0 , modulation depth (WIN32 only) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>AirAbsorptionHF</I></TD>
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<TD>/* -100 , 0.0 , -5.0 , change in level per meter at high frequencies (WIN32 only) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>HFReference</I></TD>
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<TD>/* 1000.0, 20000 , 5000.0 , reference high frequency (hz) (WIN32/XBOX) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>LFReference</I></TD>
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<TD>/* 20.0 , 1000.0, 250.0 , reference low frequency (hz) (WIN32 only) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>RoomRolloffFactor</I></TD>
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<TD>/* 0.0 , 10.0 , 0.0 , like FSOUND_3D_SetRolloffFactor but for room effect (WIN32/XBOX) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>Diffusion</I></TD>
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<TD>/* 0.0 , 100.0 , 100.0 , Value that controls the echo density in the late reverberation decay. (XBOX only) */<BR>
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</TD><TR VALIGN=top><TD><B>float</B></TD>
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<TD><I>Density</I></TD>
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<TD>/* 0.0 , 100.0 , 100.0 , Value that controls the modal density in the late reverberation decay (XBOX only) */<BR>
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</TD><TR VALIGN=top><TD><B>unsigned int</B></TD>
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<TD><I>Flags</I></TD>
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<TD>/* FSOUND_REVERB_FLAGS - modifies the behavior of above properties (WIN32/PS2 only) */<BR>
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</TD></TABLE>
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<H3>See Also</H3>
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<A HREF="FSOUND_3D_SetRolloffFactor.html">FSOUND_3D_SetRolloffFactor</A>
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,
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<A HREF="FSOUND_REVERB_FLAGS.html">FSOUND_REVERB_FLAGS</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_PRESETS.html">FSOUND_REVERB_PRESETS</A>
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,
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<A HREF="FSOUND_Reverb_SetProperties.html">FSOUND_Reverb_SetProperties</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 17:31:37 2005
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