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;
 }
Example #3
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 public BASS_BFX_APF(float Gain, float Delay, BASSFXChan chans)
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
     fGain    = Gain;
     fDelay   = Delay;
     lChannel = chans;
 }
Example #4
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 public BASS_BFX_ECHO3(float DryMix, float WetMix, float Delay)
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
     fDryMix = DryMix;
     fWetMix = WetMix;
     fDelay = Delay;
 }
Example #5
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 public BASS_BFX_VOLUME(float Volume, BASSFXChan chans)
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
     fVolume = 1f;
     fVolume = Volume;
     lChannel = chans;
 }
Example #6
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 public BASS_BFX_VOLUME(float Volume, BASSFXChan chans)
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
     fVolume  = 1f;
     fVolume  = Volume;
     lChannel = chans;
 }
Example #7
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 public BASS_BFX_LPF()
 {
     fFreq       = 44100f;
     fResonance  = 2f;
     fCutOffFreq = 200f;
     lChannel    = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #8
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 public BASS_BFX_APF(float Gain, float Delay, BASSFXChan chans)
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
     fGain = Gain;
     fDelay = Delay;
     lChannel = chans;
 }
Example #9
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 public BASS_BFX_LPF()
 {
     fFreq = 44100f;
     fResonance = 2f;
     fCutOffFreq = 200f;
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #10
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 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;
 }
Example #12
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 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;
 }
Example #13
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 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;
 }
Example #15
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 public BASS_BFX_PEAKEQ()
 {
     fFreq      = 44100f;
     fBandwidth = 1f;
     fQ         = 0.1f;
     fCenter    = 1000f;
     lChannel   = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #16
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 public BASS_BFX_FLANGER(float WetDry, float Speed)
 {
     fWetDry = 1f;
     fSpeed = 0.01f;
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
     fWetDry = WetDry;
     fSpeed = Speed;
 }
Example #17
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 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;
 }
Example #18
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 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;
 }
Example #19
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 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;
 }
Example #20
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 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;
 }
Example #21
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 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;
 }
Example #22
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 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;
 }
Example #23
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 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;
 }
Example #24
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 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;
 }
Example #25
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 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;
 }
Example #26
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 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;
 }
Example #27
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 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;
 }
Example #28
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 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;
 }
Example #29
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 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;
 }
Example #30
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 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;
 }
Example #31
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 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;
 }
Example #32
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 public BASS_BFX_AUTOWAH()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #33
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 public BASS_BFX_CHORUS()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #34
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 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;
 }
Example #36
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 public BASS_BFX_VOLUME(float Volume)
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
     fVolume = 1f;
     fVolume = Volume;
 }
Example #37
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 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;
 }
Example #39
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 public BASS_BFX_ECHO2()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #40
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 public BASS_BFX_AUTOWAH()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #41
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 public BASS_BFX_COMPRESSOR()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #42
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 public BASS_BFX_DISTORTION()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #43
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 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;
 }
Example #44
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 public BASS_BFX_VOLUME(float Volume, BASSFXChan chans)
 {
     this.fVolume  = Volume;
     this.lChannel = chans;
 }
Example #45
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 public BASS_BFX_DISTORTION()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #46
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 public BASS_BFX_VOLUME(float Volume)
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
     fVolume  = 1f;
     fVolume  = Volume;
 }
Example #47
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 public BASS_BFX_DAMP()
 {
     fTarget = 1f;
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #48
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 public BASS_BFX_APF()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #49
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 public BASS_BFX_APF()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #50
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 public BASS_BFX_PHASER()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #51
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 public BASS_BFX_VOLUME()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
     fVolume = 1f;
 }
Example #52
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 public BASS_BFX_COMPRESSOR(float Threshold, float Attacktime, float Releasetime, BASSFXChan chans)
 {
     this.fThreshold   = Threshold;
     this.fAttacktime  = Attacktime;
     this.fReleasetime = Releasetime;
     this.lChannel     = chans;
 }
Example #53
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 public BASS_BFX_DAMP()
 {
     fTarget  = 1f;
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }
Example #54
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 public BASS_BFX_VOLUME()
 {
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
     fVolume  = 1f;
 }
Example #55
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 public BASS_BFX_FLANGER()
 {
     fWetDry = 1f;
     fSpeed = 0.01f;
     lChannel = ~BASSFXChan.BASS_BFX_CHANNONE;
 }