public static void SetBFX_EQ(int channel) { //if the EQ is already made then exit if (MadeEq) { if (eql != null) { eql.SetBypass(!Settings.Default.afx | !Settings.Default.Equalizer); for (int i = 0; i < FxHolder.EqValues.Count; i++) { UpdateFX(i, FxHolder.EqValues[i]); } } return; } if (Player.Instance.Wave != null) { eql = new EQ(Player.Instance.Wave.Handle, -1, OctavesSpacing); eql.SetBypass(!Settings.Default.afx | !Settings.Default.Equalizer); for (int i = 0; i < FxHolder.EqValues.Count; i++) { UpdateFX(i, FxHolder.EqValues[i]); } } //Now that the EQ is made MadeEq = true; }
public static void ByPassAll(bool bypass) { if (Booster != null) { Booster.SetBypass(bypass | !Settings.Default.boosters); } if (BassBooster != null) { BassBooster.SetBypass(bypass | !Settings.Default.BassBoost); } if (StereoEnhancer != null) { StereoEnhancer.SetBypass(bypass | !Settings.Default.StereoWiden); } if (eql != null) { eql.SetBypass(bypass | !Settings.Default.Equalizer); } }