public static void GetEaxFromEfxEax(ref EaxReverb input, out EfxEaxReverb output) { output.AirAbsorptionGainHF = 0.995f; // input.AirAbsorptionHF * somegain? output.RoomRolloffFactor = input.RoomRolloffFactor; output.Density = 1f; // todo, currently default output.Diffusion = 1f; // todo, currently default output.DecayTime = input.DecayTime; output.DecayHFLimit = 1; // todo, currently default output.DecayHFRatio = input.DecayHFRatio; output.DecayLFRatio = input.DecayLFRatio; output.EchoDepth = input.EchoDepth; output.EchoTime = input.EchoTime; output.Gain = 0.32f; // todo, currently default output.GainHF = 0.89f; // todo, currently default output.GainLF = 1f; // todo, currently default output.LFReference = input.LFReference; output.HFReference = input.HFReference; output.LateReverbDelay = input.ReverbDelay; output.LateReverbGain = 1.26f; // todo, currently default output.LateReverbPan = input.ReverbPan; output.ModulationDepth = input.ModulationDepth; output.ModulationTime = input.ModulationTime; output.ReflectionsDelay = input.ReflectionsDelay; output.ReflectionsGain = 0.05f; // todo, currently default output.ReflectionsPan = input.ReflectionsPan; }
public static void GetEaxFromEfxEax(ref EaxReverb input, out EfxEaxReverb output) { output.AirAbsorptionGainHF = 0.995f; // input.AirAbsorptionHF * somegain? output.RoomRolloffFactor = input.RoomRolloffFactor; output.Density = 1f; // todo, currently default output.Diffusion = 1f; // todo, currently default output.DecayTime = input.DecayTime; output.DecayHFLimit = 1; // todo, currently default output.DecayHFRatio = input.DecayHFRatio; output.DecayLFRatio = input.DecayLFRatio; output.EchoDepth = input.EchoDepth; output.EchoTime = input.EchoTime; output.Gain = 0.32f; // todo, currently default output.GainHF = 0.89f; // todo, currently default output.GainLF = 1f;// todo, currently default output.LFReference = input.LFReference; output.HFReference = input.HFReference; output.LateReverbDelay = input.ReverbDelay; output.LateReverbGain = 1.26f; // todo, currently default output.LateReverbPan = input.ReverbPan; output.ModulationDepth = input.ModulationDepth; output.ModulationTime = input.ModulationTime; output.ReflectionsDelay = input.ReflectionsDelay; output.ReflectionsGain = 0.05f; // todo, currently default output.ReflectionsPan = input.ReflectionsPan; }