// 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 Compressor { /// /// Default time before compression reaches its full value, in decibels (dB). The default value is 10 ms. /// public const float AttackDefault = 10f; /// /// Maximum time before compression reaches its full value, in decibels (dB). /// public const float AttackMax = 500f; /// /// Minimum time before compression reaches its full value, in decibels (dB). /// public const float AttackMin = 0.01f; /// /// Default output gain of signal after compression, in decibels (dB). The default value is 0 dB. /// public const float GainDefault = 0f; /// /// Maximum output gain of signal after compression, in decibels (dB). /// public const float GainMax = 60f; /// /// Minimum output gain of signal after compression, in decibels (dB). /// public const float GainMin = -60f; /// /// Default time after threshold is reached before attack phase is started, in milliseconds. The default value is 4 ms. /// public const float PreDelayDefault = 4f; /// /// Maximum time after threshold is reached before attack phase is started, in milliseconds. /// public const float PreDelayMax = 4f; /// /// Minimum time after threshold is reached before attack phase is started, in milliseconds. /// public const float PreDelayMin = 0f; /// /// Default compression ratio. The default value is 3, which means 3:1 compression. /// public const float RatioDefault = 3f; /// /// Maximum compression ratio. /// public const float RatioMax = 100f; /// /// Minimum compression ratio. /// public const float RatioMin = 1f; /// /// Default speed at which compression is stopped after input drops below Threshold, in milliseconds. The default value is 200 ms. /// public const float ReleaseDefault = 200f; /// /// Maximum speed at which compression is stopped after input drops below Threshold, in milliseconds. /// public const float ReleaseMax = 3000f; /// /// Minimum speed at which compression is stopped after input drops below Threshold, in milliseconds. /// public const float ReleaseMin = 50f; /// /// Default point at which compression begins, in decibels, in decibels (dB). The default value is -20 dB. /// public const float ThresholdDefault = -20f; /// /// Maximum point at which compression begins, in decibels, in decibels (dB). /// public const float ThresholdMax = 0f; /// /// Minimum point at which compression begins, in decibels, in decibels (dB). /// public const float ThresholdMin = -60f; } }