agrobot_base/Exemplos/SharpDX-master/Source/SharpDX.DirectSound/WavesReverb.cs

75 lines
2.9 KiB
C#

// 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
{
/// <summary>
/// Default high-frequency reverb time ratio.
/// </summary>
public const float HighFrequencyRTRatioDefault = 0.001f;
/// <summary>
/// Maximum high-frequency reverb time ratio.
/// </summary>
public const float HighFrequencyRTRatioMax = 0.999f;
/// <summary>
/// Minimum high-frequency reverb time ratio.
/// </summary>
public const float HighFrequencyRTRatioMin = 0.001f;
/// <summary>
/// Default input gain of signal, in decibels (dB).
/// </summary>
public const float InGainDefault = 0f;
/// <summary>
/// Maximum input gain of signal, in decibels (dB).
/// </summary>
public const float InGainMax = 0f;
/// <summary>
/// Minimum input gain of signal, in decibels (dB).
/// </summary>
public const float InGainMin = -96f;
/// <summary>
/// Default reverb mix, in dB.
/// </summary>
public const float ReverbMixDefault = 0f;
/// <summary>
/// Maximum reverb mix, in dB.
/// </summary>
public const float ReverbMixMax = 0f;
/// <summary>
/// Minimum reverb mix, in dB.
/// </summary>
public const float ReverbMixMin = -96f;
/// <summary>
/// Default reverb time, in milliseconds.
/// </summary>
public const float ReverbTimeDefault = 1000f;
/// <summary>
/// Maximum reverb time, in milliseconds.
/// </summary>
public const float ReverbTimeMax = 3000f;
/// <summary>
/// Minimum reverb time, in milliseconds.
/// </summary>
public const float ReverbTimeMin = 0.001f;
}
}