Exemplo n.º 1
0
 public void SetReverbReflectionsDelay(IALReverb reverb, float value)
 {
     EFX.alEffectf(
         (reverb as OpenALReverb).EffectHandle,
         EFX.AL_EAXREVERB_REFLECTIONS_DELAY,
         value / 1000.0f
         );
 }
Exemplo n.º 2
0
 public void SetDensity(float value)
 {
     EFX.alEffectf(
         effectHandle,
         EFX.AL_EAXREVERB_DENSITY,
         value / 100.0f
         );
 }
Exemplo n.º 3
0
 public void SetReverbDelay(float value)
 {
     EFX.alEffectf(
         effectHandle,
         EFX.AL_EAXREVERB_LATE_REVERB_DELAY,
         value / 1000.0f
         );
 }
Exemplo n.º 4
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 public void SetReverbHighEQCutoff(IALReverb reverb, float value)
 {
     EFX.alEffectf(
         (reverb as OpenALReverb).EffectHandle,
         EFX.AL_EAXREVERB_HFREFERENCE,
         (value * 500.0f) + 1000.0f
         );
 }
Exemplo n.º 5
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 public void SetHighEQCutoff(float value)
 {
     EFX.alEffectf(
         effectHandle,
         EFX.AL_EAXREVERB_HFREFERENCE,
         (value * 500.0f) + 1000.0f
         );
 }
Exemplo n.º 6
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 public void SetLowEQCutoff(float value)
 {
     EFX.alEffectf(
         effectHandle,
         EFX.AL_EAXREVERB_LFREFERENCE,
         (value * 50.0f) + 50.0f
         );
 }
Exemplo n.º 7
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 public void SetReverbDensity(IALReverb reverb, float value)
 {
     EFX.alEffectf(
         (reverb as OpenALReverb).EffectHandle,
         EFX.AL_EAXREVERB_DENSITY,
         value / 100.0f
         );
 }
Exemplo n.º 8
0
 public void SetReverbDelay(IALReverb reverb, float value)
 {
     EFX.alEffectf(
         (reverb as OpenALReverb).EffectHandle,
         EFX.AL_EAXREVERB_LATE_REVERB_DELAY,
         value / 1000.0f
         );
 }
Exemplo n.º 9
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 public void SetReflectionsDelay(float value)
 {
     EFX.alEffectf(
         effectHandle,
         EFX.AL_EAXREVERB_REFLECTIONS_DELAY,
         value / 1000.0f
         );
 }
Exemplo n.º 10
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 public void SetLateDiffusion(float value)
 {
     // Same as early diffusion, whatever... -flibit
     EFX.alEffectf(
         effectHandle,
         EFX.AL_EAXREVERB_DIFFUSION,
         value / 15.0f
         );
 }
Exemplo n.º 11
0
 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
         );
 }
Exemplo n.º 12
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 public void SetHighEQGain(float value)
 {
     EFX.alEffectf(
         effectHandle,
         EFX.AL_EAXREVERB_GAINHF,
         XACTCalculator.CalculateAmplitudeRatio(
             value - 8.0f
             )
         );
 }
Exemplo n.º 13
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 public void SetReverbHighEQGain(IALReverb reverb, float value)
 {
     EFX.alEffectf(
         (reverb as OpenALReverb).EffectHandle,
         EFX.AL_EAXREVERB_GAINHF,
         XACTCalculator.CalculateAmplitudeRatio(
             value - 8.0f
             )
         );
 }
Exemplo n.º 14
0
        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
        }
Exemplo n.º 15
0
        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
        }
Exemplo n.º 16
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        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
        }
Exemplo n.º 17
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 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
             )
         );
 }
Exemplo n.º 18
0
 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
             )
         );
 }
Exemplo n.º 19
0
        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
        }
Exemplo n.º 20
0
 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
             )
         );
 }
Exemplo n.º 21
0
        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
        }
Exemplo n.º 22
0
        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
                );
        }