// 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 I3DL2Reverb { /// /// Default ratio of the decay time at high frequencies to the decay time at low frequencies. /// public const float DecayHFRatioDefault = 0.83f; /// /// Maximum ratio of the decay time at high frequencies to the decay time at low frequencies. /// public const float DecayHFRatioMax = 2f; /// /// Minimum ratio of the decay time at high frequencies to the decay time at low frequencies. /// public const float DecayHFRatioMin = 0.1f; /// /// Default decay time, in seconds. /// public const float DecayTimeDefault = 1.49f; /// /// Maximum decay time, in seconds. /// public const float DecayTimeMax = 20f; /// /// Minimum decay time, in seconds. /// public const float DecayTimeMin = 0.1f; /// /// Default modal density in the late reverberation decay, in percent. /// public const float DensityDefault = 100f; /// /// Maximum modal density in the late reverberation decay, in percent. /// public const float DensityMax = 100f; /// /// Minimum modal density in the late reverberation decay, in percent. /// public const float DensityMin = 0f; /// /// Default echo density in the late reverberation decay, in percent. /// public const float DiffusionDefault = 100f; /// /// Maximum echo density in the late reverberation decay, in percent. /// public const float DiffusionMax = 100f; /// /// Minimum echo density in the late reverberation decay, in percent. /// public const float DiffusionMin = 0f; /// /// Default reference high frequency, in hertz. /// public const float HFReferenceDefault = 5000f; /// /// Maximum reference high frequency, in hertz. /// public const float HFReferenceMax = 20000f; /// /// Minimum reference high frequency, in hertz. /// public const float HFReferenceMin = 20f; /// /// Default attenuation of early reflections relative to Room, in mB. /// public const int ReflectionsDefault = -2602; /// /// Default delay time of the first reflection relative to the direct path, in seconds. /// public const float ReflectionsDelayDefault = 0.007f; /// /// Maximum delay time of the first reflection relative to the direct path, in seconds. /// public const float ReflectionsDelayMax = 0.3f; /// /// Minimum delay time of the first reflection relative to the direct path, in seconds. /// public const float ReflectionsDelayMin = 0f; /// /// Maximum attenuation of early reflections relative to Room, in mB. /// public const int ReflectionsMax = 0x3e8; /// /// Minimum attenuation of early reflections relative to Room, in mB. /// public const int ReflectionsMin = -10000; /// /// Default attenuation of late reverberation relative to Room, in mB. /// public const int ReverbDefault = 200; /// /// Default time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds. /// public const float ReverbDelayDefault = 0.011f; /// /// Maximum time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds. /// public const float ReverbDelayMax = 0.1f; /// /// Minimum time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds. /// public const float ReverbDelayMin = 0f; /// /// Maximum attenuation of late reverberation relative to Room, in mB. /// public const int ReverbMax = 0x7d0; /// /// Minimum attenuation of late reverberation relative to Room, in mB. /// public const int ReverbMin = -10000; /// /// Default attenuation of the room effect, in millibels (mB). /// public const int RoomDefault = -1000; /// /// Default attenuation of the room high-frequency effect, in mB. /// public const int RoomHFDefault = -100; /// /// Maximum attenuation of the room high-frequency effect, in mB. /// public const int RoomHFMax = 0; /// /// Minimum attenuation of the room high-frequency effect, in mB. /// public const int RoomHFMin = -10000; /// /// Maximum attenuation of the room effect, in millibels (mB). /// public const int RoomMax = 0; /// /// Minimum attenuation of the room effect, in millibels (mB). /// public const int RoomMin = -10000; /// /// Default rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener. /// public const float RoomRolloffFactorDefault = 0f; /// /// Maximum rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener. /// public const float RoomRolloffFactorMax = 10f; /// /// Minimum rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener. /// public const float RoomRolloffFactorMin = 0f; } }