public BASS_BFX_ECHO3(float DryMix, float WetMix, float Delay, BASSFXChan chans) { this.fDryMix = DryMix; this.fWetMix = WetMix; this.fDelay = Delay; this.lChannel = chans; }
public BASS_BFX_COMPRESSOR(float Threshold, float Attacktime, float Releasetime) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fThreshold = Threshold; fAttacktime = Attacktime; fReleasetime = Releasetime; }
public BASS_BFX_APF(float Gain, float Delay, BASSFXChan chans) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fGain = Gain; fDelay = Delay; lChannel = chans; }
public BASS_BFX_ECHO3(float DryMix, float WetMix, float Delay) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDryMix = DryMix; fWetMix = WetMix; fDelay = Delay; }
public BASS_BFX_VOLUME(float Volume, BASSFXChan chans) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fVolume = 1f; fVolume = Volume; lChannel = chans; }
public BASS_BFX_VOLUME(float Volume, BASSFXChan chans) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fVolume = 1f; fVolume = Volume; lChannel = chans; }
public BASS_BFX_LPF() { fFreq = 44100f; fResonance = 2f; fCutOffFreq = 200f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_APF(float Gain, float Delay, BASSFXChan chans) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fGain = Gain; fDelay = Delay; lChannel = chans; }
public BASS_BFX_LPF() { fFreq = 44100f; fResonance = 2f; fCutOffFreq = 200f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_ECHO3(float DryMix, float WetMix, float Delay) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDryMix = DryMix; fWetMix = WetMix; fDelay = Delay; }
public BASS_BFX_COMPRESSOR(float Threshold, float Attacktime, float Releasetime) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fThreshold = Threshold; fAttacktime = Attacktime; fReleasetime = Releasetime; }
public BASS_BFX_ECHO2(float DryMix, float WetMix, float Feedback, float Delay) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDryMix = DryMix; fWetMix = WetMix; fFeedback = Feedback; fDelay = Delay; }
public BASS_BFX_PEAKEQ() { fFreq = 44100f; fBandwidth = 1f; fQ = 0.1f; fCenter = 1000f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_FLANGER(float WetDry, float Speed) { fWetDry = 1f; fSpeed = 0.01f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fWetDry = WetDry; fSpeed = Speed; }
public BASS_BFX_PEAKEQ() { fFreq = 44100f; fBandwidth = 1f; fQ = 0.1f; fCenter = 1000f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_FLANGER(float WetDry, float Speed) { fWetDry = 1f; fSpeed = 0.01f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fWetDry = WetDry; fSpeed = Speed; }
public BASS_BFX_ECHO2(float DryMix, float WetMix, float Feedback, float Delay) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDryMix = DryMix; fWetMix = WetMix; fFeedback = Feedback; fDelay = Delay; }
public BASS_BFX_DISTORTION(float Drive, float DryMix, float WetMix, float Feedback, float Volume) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDrive = Drive; fDryMix = DryMix; fWetMix = WetMix; fFeedback = Feedback; fVolume = Volume; }
public BASS_BFX_DISTORTION(float Drive, float DryMix, float WetMix, float Feedback, float Volume) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDrive = Drive; fDryMix = DryMix; fWetMix = WetMix; fFeedback = Feedback; fVolume = Volume; }
public BASS_BFX_LPF(float Freq, float Resonance, float CutOffFreq) { fFreq = 44100f; fResonance = 2f; fCutOffFreq = 200f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fFreq = Freq; fResonance = Resonance; fCutOffFreq = CutOffFreq; }
public BASS_BFX_AUTOWAH(float DryMix, float WetMix, float Feedback, float Rate, float Range, float Freq) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDryMix = DryMix; fWetMix = WetMix; fFeedback = Feedback; fRate = Rate; fRange = Range; fFreq = Freq; }
public BASS_BFX_CHORUS(float DryMix, float WetMix, float Feedback, float MinSweep, float MaxSweep, float Rate) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDryMix = DryMix; fWetMix = WetMix; fFeedback = Feedback; fMinSweep = MinSweep; fMaxSweep = MaxSweep; fRate = Rate; }
public BASS_BFX_DAMP(float Target, float Quiet, float Rate, float Gain, float Delay) { fTarget = 1f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fTarget = Target; fQuiet = Quiet; fRate = Rate; fGain = Gain; fDelay = Delay; }
public BASS_BFX_AUTOWAH(float DryMix, float WetMix, float Feedback, float Rate, float Range, float Freq) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDryMix = DryMix; fWetMix = WetMix; fFeedback = Feedback; fRate = Rate; fRange = Range; fFreq = Freq; }
public BASS_BFX_DAMP(float Target, float Quiet, float Rate, float Gain, float Delay) { fTarget = 1f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fTarget = Target; fQuiet = Quiet; fRate = Rate; fGain = Gain; fDelay = Delay; }
public BASS_BFX_LPF(float Freq, float Resonance, float CutOffFreq) { fFreq = 44100f; fResonance = 2f; fCutOffFreq = 200f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fFreq = Freq; fResonance = Resonance; fCutOffFreq = CutOffFreq; }
public BASS_BFX_CHORUS(float DryMix, float WetMix, float Feedback, float MinSweep, float MaxSweep, float Rate) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDryMix = DryMix; fWetMix = WetMix; fFeedback = Feedback; fMinSweep = MinSweep; fMaxSweep = MaxSweep; fRate = Rate; }
public BASS_BFX_PHASER(float DryMix, float WetMix, float Feedback, float Rate, float Range, float Freq, BASSFXChan chans) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDryMix = DryMix; fWetMix = WetMix; fFeedback = Feedback; fRate = Rate; fRange = Range; fFreq = Freq; lChannel = chans; }
public BASS_BFX_PHASER(float DryMix, float WetMix, float Feedback, float Rate, float Range, float Freq, BASSFXChan chans) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fDryMix = DryMix; fWetMix = WetMix; fFeedback = Feedback; fRate = Rate; fRange = Range; fFreq = Freq; lChannel = chans; }
public BASS_BFX_PEAKEQ(int Band, float Freq, float Bandwidth, float Q, float Center, float Gain) { fFreq = 44100f; fBandwidth = 1f; fQ = 0.1f; fCenter = 1000f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; lBand = Band; fFreq = Freq; fBandwidth = Bandwidth; fQ = Q; fCenter = Center; fGain = Gain; }
public BASS_BFX_PEAKEQ(int Band, float Freq, float Bandwidth, float Q, float Center, float Gain) { fFreq = 44100f; fBandwidth = 1f; fQ = 0.1f; fCenter = 1000f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; lBand = Band; fFreq = Freq; fBandwidth = Bandwidth; fQ = Q; fCenter = Center; fGain = Gain; }
public BASS_BFX_AUTOWAH() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_CHORUS() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_PHASER(float DryMix, float WetMix, float Feedback, float Rate, float Range, float Freq, BASSFXChan chans) { this.fDryMix = DryMix; this.fWetMix = WetMix; this.fFeedback = Feedback; this.fRate = Rate; this.fRange = Range; this.fFreq = Freq; this.lChannel = chans; }
public BASS_BFX_ROTATE(float Rate, BASSFXChan chans) { this.fRate = Rate; this.lChannel = chans; }
public BASS_BFX_VOLUME(float Volume) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fVolume = 1f; fVolume = Volume; }
public BASS_BFX_LPF(float Resonance, float CutOffFreq, BASSFXChan chans) { this.fResonance = Resonance; this.fCutOffFreq = CutOffFreq; this.lChannel = chans; }
public BASS_BFX_FLANGER() { fWetDry = 1f; fSpeed = 0.01f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_ECHO2() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_AUTOWAH() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_COMPRESSOR() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_DISTORTION() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_BQF(BASSBFXBQF filter, float center, float gain, float bandwidth, float q, float s, BASSFXChan chans) { this.lFilter = filter; this.fCenter = center; this.fGain = gain; this.fBandwidth = bandwidth; this.fQ = q; this.fS = s; this.lChannel = chans; }
public BASS_BFX_VOLUME(float Volume, BASSFXChan chans) { this.fVolume = Volume; this.lChannel = chans; }
public BASS_BFX_DISTORTION() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_VOLUME(float Volume) { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fVolume = 1f; fVolume = Volume; }
public BASS_BFX_DAMP() { fTarget = 1f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_APF() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_APF() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_PHASER() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_VOLUME() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fVolume = 1f; }
public BASS_BFX_COMPRESSOR(float Threshold, float Attacktime, float Releasetime, BASSFXChan chans) { this.fThreshold = Threshold; this.fAttacktime = Attacktime; this.fReleasetime = Releasetime; this.lChannel = chans; }
public BASS_BFX_DAMP() { fTarget = 1f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }
public BASS_BFX_VOLUME() { lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; fVolume = 1f; }
public BASS_BFX_FLANGER() { fWetDry = 1f; fSpeed = 0.01f; lChannel = ~BASSFXChan.BASS_BFX_CHANNONE; }