public Effect(Channel channel, int priority) { Channel = channel; Handle = ChannelModule.ChannelSetFXFunction.CheckResult(ChannelModule.ChannelSetFXFunction.Delegate(Channel.Handle, Type, priority)); Channel._effects.Add(this); IsAvailable = true; }
internal void Deattch() { Channel._effects.Remove(this); ChannelModule.ChannelRemoveFXFunction.CheckResult( ChannelModule.ChannelRemoveFXFunction.Delegate(Channel.Handle, Handle)); Channel = null; Dispose(); IsAvailable = false; }
/// <exception cref="NotAvailableException">Channel object is no longer available.</exception> /// <exception cref="BassErrorException"> /// Some error occur to call a Bass function, check the error code and error message /// to get more error information. /// </exception> /// <exception cref="BassNotLoadedException"> /// Bass DLL not loaded, you must use <see cref="BassManager.Initialize" /> to /// load Bass DLL first. /// </exception> void IChannelInternal.RemoveLink(Channel channel) { CheckAvailable(); channel.CheckAvailable(); ChannelModule.ChannelRemoveLinkFunction.CheckResult(ChannelModule.ChannelRemoveLinkFunction.Delegate( Handle, channel.Handle)); }
public ReverbEffect(Channel channel, int priority) : base(channel,priority) { _parameters = new Dx8Reverb(); _parametersHandle = GCHandle.Alloc(_parameters, GCHandleType.Pinned); }
public ParametricEffect(Channel channel, int priority) : base(channel,priority) { _parameters = new Dx8ParametricEqualizer(); _parametersHandle = GCHandle.Alloc(_parameters, GCHandleType.Pinned); }
public DistortionEffect(Channel channel, int priority) : base(channel,priority) { _parameters = new Dx8Distortion(); _parametersHandle = GCHandle.Alloc(_parameters, GCHandleType.Pinned); }