171 lines
7.6 KiB
C#
171 lines
7.6 KiB
C#
// Copyright (c) 2010-2014 SharpDX - Alexandre Mutel
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to deal
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// in the Software without restriction, including without limitation the rights
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// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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// copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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// THE SOFTWARE.
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using System;
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namespace SharpDX.DirectSound
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{
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public partial class I3DL2Reverb
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{
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/// <summary>
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/// Default ratio of the decay time at high frequencies to the decay time at low frequencies.
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/// </summary>
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public const float DecayHFRatioDefault = 0.83f;
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/// <summary>
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/// Maximum ratio of the decay time at high frequencies to the decay time at low frequencies.
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/// </summary>
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public const float DecayHFRatioMax = 2f;
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/// <summary>
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/// Minimum ratio of the decay time at high frequencies to the decay time at low frequencies.
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/// </summary>
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public const float DecayHFRatioMin = 0.1f;
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/// <summary>
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/// Default decay time, in seconds.
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/// </summary>
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public const float DecayTimeDefault = 1.49f;
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/// <summary>
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/// Maximum decay time, in seconds.
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/// </summary>
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public const float DecayTimeMax = 20f;
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/// <summary>
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/// Minimum decay time, in seconds.
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/// </summary>
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public const float DecayTimeMin = 0.1f;
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/// <summary>
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/// Default modal density in the late reverberation decay, in percent.
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/// </summary>
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public const float DensityDefault = 100f;
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/// <summary>
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/// Maximum modal density in the late reverberation decay, in percent.
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/// </summary>
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public const float DensityMax = 100f;
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/// <summary>
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/// Minimum modal density in the late reverberation decay, in percent.
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/// </summary>
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public const float DensityMin = 0f;
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/// <summary>
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/// Default echo density in the late reverberation decay, in percent.
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/// </summary>
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public const float DiffusionDefault = 100f;
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/// <summary>
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/// Maximum echo density in the late reverberation decay, in percent.
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/// </summary>
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public const float DiffusionMax = 100f;
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/// <summary>
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/// Minimum echo density in the late reverberation decay, in percent.
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/// </summary>
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public const float DiffusionMin = 0f;
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/// <summary>
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/// Default reference high frequency, in hertz.
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/// </summary>
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public const float HFReferenceDefault = 5000f;
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/// <summary>
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/// Maximum reference high frequency, in hertz.
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/// </summary>
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public const float HFReferenceMax = 20000f;
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/// <summary>
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/// Minimum reference high frequency, in hertz.
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/// </summary>
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public const float HFReferenceMin = 20f;
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/// <summary>
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/// Default attenuation of early reflections relative to Room, in mB.
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/// </summary>
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public const int ReflectionsDefault = -2602;
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/// <summary>
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/// Default delay time of the first reflection relative to the direct path, in seconds.
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/// </summary>
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public const float ReflectionsDelayDefault = 0.007f;
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/// <summary>
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/// Maximum delay time of the first reflection relative to the direct path, in seconds.
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/// </summary>
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public const float ReflectionsDelayMax = 0.3f;
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/// <summary>
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/// Minimum delay time of the first reflection relative to the direct path, in seconds.
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/// </summary>
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public const float ReflectionsDelayMin = 0f;
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/// <summary>
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/// Maximum attenuation of early reflections relative to Room, in mB.
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/// </summary>
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public const int ReflectionsMax = 0x3e8;
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/// <summary>
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/// Minimum attenuation of early reflections relative to Room, in mB.
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/// </summary>
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public const int ReflectionsMin = -10000;
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/// <summary>
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/// Default attenuation of late reverberation relative to Room, in mB.
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/// </summary>
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public const int ReverbDefault = 200;
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/// <summary>
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/// Default time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds.
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/// </summary>
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public const float ReverbDelayDefault = 0.011f;
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/// <summary>
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/// Maximum time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds.
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/// </summary>
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public const float ReverbDelayMax = 0.1f;
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/// <summary>
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/// Minimum time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds.
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/// </summary>
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public const float ReverbDelayMin = 0f;
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/// <summary>
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/// Maximum attenuation of late reverberation relative to Room, in mB.
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/// </summary>
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public const int ReverbMax = 0x7d0;
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/// <summary>
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/// Minimum attenuation of late reverberation relative to Room, in mB.
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/// </summary>
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public const int ReverbMin = -10000;
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/// <summary>
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/// Default attenuation of the room effect, in millibels (mB).
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/// </summary>
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public const int RoomDefault = -1000;
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/// <summary>
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/// Default attenuation of the room high-frequency effect, in mB.
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/// </summary>
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public const int RoomHFDefault = -100;
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/// <summary>
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/// Maximum attenuation of the room high-frequency effect, in mB.
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/// </summary>
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public const int RoomHFMax = 0;
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/// <summary>
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/// Minimum attenuation of the room high-frequency effect, in mB.
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/// </summary>
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public const int RoomHFMin = -10000;
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/// <summary>
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/// Maximum attenuation of the room effect, in millibels (mB).
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/// </summary>
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public const int RoomMax = 0;
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/// <summary>
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/// Minimum attenuation of the room effect, in millibels (mB).
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/// </summary>
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public const int RoomMin = -10000;
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/// <summary>
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/// Default rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener.
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/// </summary>
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public const float RoomRolloffFactorDefault = 0f;
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/// <summary>
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/// Maximum rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener.
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/// </summary>
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public const float RoomRolloffFactorMax = 10f;
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/// <summary>
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/// Minimum rolloff factor for the reflected signals. The rolloff factor for the direct path is controlled by the DirectSound listener.
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/// </summary>
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public const float RoomRolloffFactorMin = 0f;
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}
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} |