Exemplo n.º 1
0
        /// <summary>
        /// Edycja efektu.
        /// </summary>
        protected override void EditEffect()
        {
            BASSFXPhase ph = BASSFXPhase.BASS_FX_PHASE_ZERO;

            switch (comboBoxPhase.SelectedIndex)
            {
            case 0:
                ph = BASSFXPhase.BASS_FX_PHASE_NEG_180;
                break;

            case 1:
                ph = BASSFXPhase.BASS_FX_PHASE_NEG_90;
                break;

            case 2:
                ph = BASSFXPhase.BASS_FX_PHASE_ZERO;
                break;

            case 3:
                ph = BASSFXPhase.BASS_FX_PHASE_90;
                break;

            case 4:
                ph = BASSFXPhase.BASS_FX_PHASE_180;
                break;

            default:
                throw new Exception("Błąd");
            }

            Dictionary <string, float> d = new Dictionary <string, float>()
            {
                { "which", page - 1 },
                { "wetDryMix", trackBarWetDryFx.Value },
                { "feedback", trackBarFeed.Value },
                { "delay", trackBarDelay.Value },
                { "depth", trackBarDep.Value },
                { "frequency", trackBarFreq.Value },
                { "phase", (float)ph },
                { "waveform", comboBoxWaveform.SelectedIndex }
            };

            effect.Edit(d);
        }
Exemplo n.º 2
0
 public BASS_DX8_FLANGER(float WetDryMix, float Depth, float Feedback, float Frequency, int Waveform, float Delay, BASSFXPhase Phase)
 {
     this.fWetDryMix = WetDryMix;
     this.fDepth     = Depth;
     this.fFeedback  = Feedback;
     this.fFrequency = Frequency;
     this.lWaveform  = Waveform;
     this.fDelay     = Delay;
     this.lPhase     = Phase;
 }
Exemplo n.º 3
0
 public void Preset_Default()
 {
     this.fWetDryMix = 50f;
     this.fDepth = 25f;
     this.fFeedback = 0f;
     this.fFrequency = 0f;
     this.lWaveform = 1;
     this.fDelay = 0f;
     this.lPhase = BASSFXPhase.BASS_FX_PHASE_ZERO;
 }
Exemplo n.º 4
0
 public void Preset_B()
 {
     this.fWetDryMix = 75f;
     this.fDepth = 80f;
     this.fFeedback = 50f;
     this.fFrequency = 7f;
     this.lWaveform = 0;
     this.fDelay = 3f;
     this.lPhase = BASSFXPhase.BASS_FX_PHASE_NEG_90;
 }
Exemplo n.º 5
0
 public void Preset_A()
 {
     this.fWetDryMix = 60f;
     this.fDepth = 60f;
     this.fFeedback = 25f;
     this.fFrequency = 5f;
     this.lWaveform = 1;
     this.fDelay = 1f;
     this.lPhase = BASSFXPhase.BASS_FX_PHASE_90;
 }
Exemplo n.º 6
0
 public BASS_DX8_FLANGER(float WetDryMix, float Depth, float Feedback, float Frequency, int Waveform, float Delay, BASSFXPhase Phase)
 {
     this.fDepth = 25f;
     this.lWaveform = 1;
     this.lPhase = BASSFXPhase.BASS_FX_PHASE_ZERO;
     this.fWetDryMix = WetDryMix;
     this.fDepth = Depth;
     this.fFeedback = Feedback;
     this.fFrequency = Frequency;
     this.lWaveform = Waveform;
     this.fDelay = Delay;
     this.lPhase = Phase;
 }
Exemplo n.º 7
0
 public BASS_DX8_FLANGER()
 {
     this.fDepth = 25f;
     this.lWaveform = 1;
     this.lPhase = BASSFXPhase.BASS_FX_PHASE_ZERO;
 }