// 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 Chorus { /// /// Default number of milliseconds the input is delayed before it is played back. The default value is 50. /// public const float DelayDefault = 16f; /// /// Maximum number of milliseconds the input is delayed before it is played back. /// public const float DelayMax = 20f; /// /// Minimum number of milliseconds the input is delayed before it is played back. /// public const float DelayMin = 0f; /// /// Default percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point. The default value is 10. /// public const float DepthDefault = 10f; /// /// Maximum percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point. /// public const float DepthMax = 100f; /// /// Minimum percentage by which the delay time is modulated by the low-frequency oscillator, in hundredths of a percentage point. /// public const float DepthMin = 0f; /// /// Default percentage of output signal to feed back into the effect's input. The default value is 25. /// public const float FeedbackDefault = 25f; /// /// Maximum percentage of output signal to feed back into the effect's input. /// public const float FeedbackMax = 99f; /// /// Minimum percentage of output signal to feed back into the effect's input. /// public const float FeedbackMin = -99f; /// /// Default frequency of the LFO. The default value is 1.1. /// public const float FrequencyDefault = 1.1f; /// /// Maximum frequency of the LFO. /// public const float FrequencyMax = 10f; /// /// Minimum frequency of the LFO. /// public const float FrequencyMin = 0f; /// /// Positive 180 phase differential between left and right LFOs. /// public const int Phase180 = 4; /// /// Positive 90 phase differential between left and right LFOs. /// public const int Phase90 = 3; /// /// Default phase differential between left and right LFOs. The default value is Phase90. /// public const int PhaseDefault = 3; /// /// Maximum phase differential between left and right LFOs. /// public const int PhaseMax = 4; /// /// Minimum phase differential between left and right LFOs. /// public const int PhaseMin = 0; /// /// Negative 180 phase differential between left and right LFOs. /// public const int PhaseNegative180 = 0; /// /// Negative 90 phase differential between left and right LFOs. /// public const int PhaseNegative90 = 1; /// /// Zero phase differential between left and right LFOs. /// public const int PhaseZero = 2; /// /// Default waveform shape of the LFO. By default, the waveform is a sine. /// public const int WaveformDefault = 1; /// /// Sine waveform shape of the LFO. /// public const int WaveformSin = 1; /// /// Triangle waveform shape of the LFO. /// public const int WaveformTriangle = 0; /// /// Default ratio of wet (processed) signal to dry (unprocessed) signal. /// public const float WetDryMixDefault = 50f; /// /// Maximum ratio of wet (processed) signal to dry (unprocessed) signal. /// public const float WetDryMixMax = 100f; /// /// Minimum ratio of wet (processed) signal to dry (unprocessed) signal. /// public const float WetDryMixMin = 0f; } }