Copyright © 2005-2008 MultiMedia Soft 
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SetEAXEffect method 
 
Remarks 
 
Applies/removes a certain EAX effect to the given output device. 
 
EAX effects can be applied only if the IsEAXAvailable method returns TRUE and has effect only on sounds loaded through the LoadSoundForEAX method.. 
 
The current EAX effect, if any, and its reverb parameters can be retrieved through a call to the GetEAXEffect method. 
 
Note that, although some sound card driver will tell you that it supports EAX, this doesn't guarantees that its EAX implementation quality will be the same available for Creative sound cards. 
 
See the How to apply special effects to a playing sound section for further details. 
 
 
Syntax 
 
[Visual Basic] 
Public Function SetEAXEffect
nOutputIndex as Int16, 
nEffect as enumEaxEffects
fReverbVolume as Single, 
fReverbDecayTime as Single, 
fReverbDecayHFRatio as Single 
 
[C#] 
public enumErrorCodes SetEAXEffect
Int16 nOutputIndex, 
enumEaxEffects nEffect
float fReverbVolume
float fReverbDecayTime
float fReverbDecayHFRatio 
);
 
[C++] 
public: enumErrorCodes SetEAXEffect
Int16 nOutputIndex, 
enumEaxEffects nEffect, 
float fReverbVolume
float fReverbDecayTime
float fReverbDecayHFRatio 
);
 
 
Parameter
Description
 
 
nOutputIndex
Number representing the zero-based index of the output device that will be affected by EAX settings
nEffect
Numeric value that determines the effect to apply. 
Supported values are the following: 
Mnemonic value
Value
Meaning
EAX_NONE
-1
Removes any previous EAX effect
EAX_GENERIC
0
Generic
EAX_PADDEDCELL
1
Padded cell
EAX_ROOM
2
Room
EAX_BATHROOM
3
Bathroom
EAX_LIVINGROOM
4
Living room
EAX_STONEROOM
5
Stone room
EAX_AUDITORIUM
6
Auditorium
EAX_CONCERTHALL
7
Concert hall
EAX_CAVE
8
Cave
EAX_ARENA
9
Arena
EAX_HANGAR
10
Hangar
EAX_CARPETEDHALLWAY
11
Carpeted hallway
EAX_HALLWAY
12
Hallway
EAX_STONECORRIDOR
13
Stone corridor
EAX_ALLEY
14
Alley
EAX_FOREST
15
Forest
EAX_CITY
16
City
EAX_MOUNTAINS
17
Mountains
EAX_QUARRY
18
Quarry
EAX_PLAIN
19
Plain
EAX_PARKINGLOT
20
Parking lot
EAX_SEWERPIPE
21
Sewer pipe
EAX_UNDERWATER
22
Underwater
EAX_DRUGGED
23
Drugged
EAX_DIZZY
24
Dizzy
EAX_DIZZY
25
Psychotic
fReverbVolume
Floating point value representing the reverb volume for the given effect. 
 
The value is expressed in percentage and can assume values from 0 to 100.
fReverbDecayTime
Floating point value representing the time, expressed in seconds, for reverb to fade to -60 dB. 
 
Supported values can range from 0.1 to 20
fReverbDecayHFRatio
Floating point value representing the reverb's decay HF Ratio. 
 
The value is expressed in percentage and can assume values from -100 to 100 with the following meaning: 
-100 = high frequencies decay quickest 
   0 = low and high frequencies decay equally 
100 = low frequencies decays quickest
 
 
Return value 
 
Value
Meaning
 
 
Negative value
An error occurred (see the LastError property for further error details)
enumErrorCodes.NOERROR (0)
The method call was successful.
 
 
 
 
 
 
 
 
 
 
 
 
 
Copyright © 2005-2008 MultiMedia Soft 
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