public void SetReverbWetDryMix(IALReverb reverb, float value) { /* FIXME: Note that were dividing by 200, not 100. * For some ridiculous reason the mix is WAY too wet * when we actually do the correct math, but cutting * the ratio in half mysteriously makes it sound right. * * Or, well, "more" right. I'm sure we're still off. * -flibit */ EFX.alAuxiliaryEffectSlotf( (reverb as OpenALReverb).SlotHandle, EFX.AL_EFFECTSLOT_GAIN, value / 200.0f ); }