// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
//
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//------------------------------------------------------------------------------
// Calculates DSP settings with respect to 3D parameters.
3D audio instance handle. Call
Pointer to an
Pointer to an
| Value | Description |
|---|---|
| Enables matrix coefficient table calculation.? | |
| Enables delay time array calculation (stereo only).? | |
| Enables low pass filter (LPF) direct-path coefficient calculation.? | |
| Enables LPF reverb-path coefficient calculation.? | |
| Enables reverb send level calculation.? | |
| Enables Doppler shift factor calculation.? | |
| Enables emitter-to-listener interior angle calculation.? | |
| Fills the center channel with silence. This flag allows you to keep a 6-channel matrix so you do not have to remap the channels, but the center channel will be silent. This flag is only valid if you also set | |
| Applies an equal mix of all source channels to a low frequency effect (LFE) destination channel. It only applies to matrix calculations with a source that does not have an LFE channel and a destination that does have an LFE channel. This flag is only valid if you also set |
?
Pointer to an
You typically call
Important?? The listener and emitter values must be valid. Floating-point specials (NaN, QNaN, +INF, -INF) can cause the entire audio output to go silent if introduced into a running audio graph.
///Sets all global 3D audio constants.
///Assignment of channels to speaker positions. This value must not be zero. The only permissible value on Xbox 360 is SPEAKER_XBOX.
Speed of sound, in user-defined world units per second. Use this value only for doppler calculations. It must be greater than or equal to FLT_MIN.
3D audio instance handle. Use this handle when you call
This function does not return a value.
X3DAUDIO_HANDLE is an opaque data structure. Because the operating system doesn't allocate any additional storage for the 3D audio instance handle, you don't need to free or close it.
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