public void SetReverbReflectionsDelay(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_REFLECTIONS_DELAY, value / 1000.0f ); }
public void SetDensity(float value) { EFX.alEffectf( effectHandle, EFX.AL_EAXREVERB_DENSITY, value / 100.0f ); }
public void SetReverbDelay(float value) { EFX.alEffectf( effectHandle, EFX.AL_EAXREVERB_LATE_REVERB_DELAY, value / 1000.0f ); }
public void SetReverbHighEQCutoff(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_HFREFERENCE, (value * 500.0f) + 1000.0f ); }
public void SetHighEQCutoff(float value) { EFX.alEffectf( effectHandle, EFX.AL_EAXREVERB_HFREFERENCE, (value * 500.0f) + 1000.0f ); }
public void SetLowEQCutoff(float value) { EFX.alEffectf( effectHandle, EFX.AL_EAXREVERB_LFREFERENCE, (value * 50.0f) + 50.0f ); }
public void SetReverbDensity(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_DENSITY, value / 100.0f ); }
public void SetReverbDelay(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_LATE_REVERB_DELAY, value / 1000.0f ); }
public void SetReflectionsDelay(float value) { EFX.alEffectf( effectHandle, EFX.AL_EAXREVERB_REFLECTIONS_DELAY, value / 1000.0f ); }
public void SetLateDiffusion(float value) { // Same as early diffusion, whatever... -flibit EFX.alEffectf( effectHandle, EFX.AL_EAXREVERB_DIFFUSION, value / 15.0f ); }
public void SetReverbLateDiffusion(IALReverb reverb, float value) { // Same as early diffusion, whatever... -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_DIFFUSION, value / 15.0f ); }
public void SetHighEQGain(float value) { EFX.alEffectf( effectHandle, EFX.AL_EAXREVERB_GAINHF, XACTCalculator.CalculateAmplitudeRatio( value - 8.0f ) ); }
public void SetReverbHighEQGain(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_GAINHF, XACTCalculator.CalculateAmplitudeRatio( value - 8.0f ) ); }
public void SetReverbDelay(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_LATE_REVERB_DELAY, value / 1000.0f ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbHighEQCutoff(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_HFREFERENCE, (value * 500.0f) + 1000.0f ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbLateDiffusion(IALReverb reverb, float value) { // Same as early diffusion, whatever... -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_DIFFUSION, value / 15.0f ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetReverbGain(IALReverb reverb, float value) { // Cutting off volumes from 0db to 20db! -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_GAIN, Math.Min( XACTCalculator.CalculateAmplitudeRatio(value), 1.0f ) ); }
public void SetReverbReflectionsGain(IALReverb reverb, float value) { // Cutting off possible float values above 3.16, for EFX -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_REFLECTIONS_GAIN, Math.Min( XACTCalculator.CalculateAmplitudeRatio(value), 3.16f ) ); }
public void SetReverbHighEQGain(IALReverb reverb, float value) { EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_GAINHF, XACTCalculator.CalculateReverbAmplitudeRatio( value - 8.0f ) ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetLowEQGain(float value) { // Cutting off volumes from 0db to 4db! -flibit EFX.alEffectf( effectHandle, EFX.AL_EAXREVERB_GAINLF, Math.Min( XACTCalculator.CalculateAmplitudeRatio( value - 8.0f ), 1.0f ) ); }
public void SetReverbGain(IALReverb reverb, float value) { // Cutting off volumes from 0db to 20db! -flibit EFX.alEffectf( (reverb as OpenALReverb).EffectHandle, EFX.AL_EAXREVERB_GAIN, Math.Min( XACTCalculator.CalculateReverbAmplitudeRatio(value), 1.0f ) ); #if VERBOSE_AL_DEBUGGING CheckALError(); #endif }
public void SetGain(float value) { // Apply the value to the effect EFX.alEffectf( effectHandle, EFX.AL_EAXREVERB_GAIN, value ); // Apply the newly modified effect to the effect slot EFX.alAuxiliaryEffectSloti( Handle, EFX.AL_EFFECTSLOT_EFFECT, (int)effectHandle ); }