Exemple #1
0
 public override bool Equals(object obj)
 {
     if (obj is ReverbChannelProperties)
     {
         ReverbChannelProperties otherReverb = (ReverbChannelProperties)obj;
         return
             (
             Direct == otherReverb.Direct &&                                 /* [in/out] -10000, 1000,  0,       direct path level (at low and mid frequencies) (win32/xbox) */
             DirectHF == otherReverb.DirectHF &&                             /* [in/out] -10000, 0,     0,       relative direct path level at high frequencies (win32/xbox) */
             Room == otherReverb.Room &&                                     /* [in/out] -10000, 1000,  0,       room effect level (at low and mid frequencies) (win32/xbox) */
             RoomHF == otherReverb.RoomHF &&                                 /* [in/out] -10000, 0,     0,       relative room effect level at high frequencies (win32/xbox) */
             Obstruction == otherReverb.Obstruction &&                       /* [in/out] -10000, 0,     0,       main obstruction control (attenuation at high frequencies)  (win32/xbox) */
             ObstructionLFRatio == otherReverb.ObstructionLFRatio &&         /* [in/out] 0.0,    1.0,   0.0,     obstruction low-frequency level re. main control (win32/xbox) */
             Occlusion == otherReverb.Occlusion &&                           /* [in/out] -10000, 0,     0,       main occlusion control (attenuation at high frequencies) (win32/xbox) */
             OcclusionLFRatio == otherReverb.OcclusionLFRatio &&             /* [in/out] 0.0,    1.0,   0.25,    occlusion low-frequency level re. main control (win32/xbox) */
             OcclusionRoomRatio == otherReverb.OcclusionRoomRatio &&         /* [in/out] 0.0,    10.0,  1.5,     relative occlusion control for room effect (win32) */
             OcclusionDirectRatio == otherReverb.OcclusionDirectRatio &&     /* [in/out] 0.0,    10.0,  1.0,     relative occlusion control for direct path (win32) */
             Exclusion == otherReverb.Exclusion &&                           /* [in/out] -10000, 0,     0,       main exlusion control (attenuation at high frequencies) (win32) */
             ExclusionLFRatio == otherReverb.ExclusionLFRatio &&             /* [in/out] 0.0,    1.0,   1.0,     exclusion low-frequency level re. main control (win32) */
             OutsideVolumeHF == otherReverb.OutsideVolumeHF &&               /* [in/out] -10000, 0,     0,       outside sound cone level at high frequencies (win32) */
             DopplerFactor == otherReverb.DopplerFactor &&                   /* [in/out] 0.0,    10.0,  0.0,     like DS3D flDopplerFactor but per source (win32) */
             RollOffFactor == otherReverb.RollOffFactor &&                   /* [in/out] 0.0,    10.0,  0.0,     like DS3D flRolloffFactor but per source (win32) */
             RoomRollOffFactor == otherReverb.RoomRollOffFactor &&           /* [in/out] 0.0,    10.0,  0.0,     like DS3D flRolloffFactor but for room effect (win32/xbox) */
             AirAbsorptionFactor == otherReverb.AirAbsorptionFactor &&       /* [in/out] 0.0,    10.0,  1.0,     multiplies AirAbsorptionHF member of ReverbProperties (win32) */
             Flags == otherReverb.Flags
             );
     }
     else
     {
         return(false);
     }
 }
Exemple #2
0
 internal static extern Result FMOD_ChannelGroup_OverrideReverbProperties(IntPtr channelGroupHandle, ref ReverbChannelProperties properties);
Exemple #3
0
 internal static extern Result FMOD_Channel_GetReverbProperties(IntPtr channelHandle, ref ReverbChannelProperties properties);
		internal static extern Result FMOD_Channel_GetReverbProperties(IntPtr channelHandle, ref ReverbChannelProperties properties);
		internal static extern Result FMOD_ChannelGroup_OverrideReverbProperties(IntPtr channelGroupHandle, ref ReverbChannelProperties properties);