// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using System; namespace SharpDX.DirectSound { public partial class WavesReverb { /// /// Default high-frequency reverb time ratio. /// public const float HighFrequencyRTRatioDefault = 0.001f; /// /// Maximum high-frequency reverb time ratio. /// public const float HighFrequencyRTRatioMax = 0.999f; /// /// Minimum high-frequency reverb time ratio. /// public const float HighFrequencyRTRatioMin = 0.001f; /// /// Default input gain of signal, in decibels (dB). /// public const float InGainDefault = 0f; /// /// Maximum input gain of signal, in decibels (dB). /// public const float InGainMax = 0f; /// /// Minimum input gain of signal, in decibels (dB). /// public const float InGainMin = -96f; /// /// Default reverb mix, in dB. /// public const float ReverbMixDefault = 0f; /// /// Maximum reverb mix, in dB. /// public const float ReverbMixMax = 0f; /// /// Minimum reverb mix, in dB. /// public const float ReverbMixMin = -96f; /// /// Default reverb time, in milliseconds. /// public const float ReverbTimeDefault = 1000f; /// /// Maximum reverb time, in milliseconds. /// public const float ReverbTimeMax = 3000f; /// /// Minimum reverb time, in milliseconds. /// public const float ReverbTimeMin = 0.001f; } }