/// <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); }
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; }
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; }
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; }
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; }
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; }
public BASS_DX8_FLANGER() { this.fDepth = 25f; this.lWaveform = 1; this.lPhase = BASSFXPhase.BASS_FX_PHASE_ZERO; }