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GetEAXEffectParams method

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Remarks

 

Retrieves the actual EAX effect's reverb parameters for the given output device.

 

EAX effects can be applied/retrieved only if the IsEAXAvailable method returns TRUE. You can change the current EAX settings through a call to the SetEAXEffectParams method.

 

See the How to apply special effects to a playing sound section for further details.

 

 

Syntax

 

[Visual Basic]

Public Function GetEAXEffectParams (

nOutputIndex as Int16,

ByRef nEffect as enumEaxEffects,

ByRef fReverbVolume as Single,

ByRef fReverbDecayTime as Single,

ByRef fReverbDecayHFRatio as Single

) as enumErrorCodes


 

[C#]

public enumErrorCodes GetEAXEffectParams (

Int16 nOutputIndex,

ref enumEaxEffects nEffect,

ref float fReverbVolume,

ref float fReverbDecayTime,

ref float fReverbDecayHFRatio

);


 

[C++]

public: enumErrorCodes GetEAXEffectParams (

Int16 nOutputIndex,

enumEaxEffects __gc *nEffect,

float __gc *fReverbVolume,

float __gc *fReverbDecayTime,

float __gc *fReverbDecayHFRatio

);


 

 

Parameter

Description

 

 

nOutputIndex

Number representing the zero-based index of the output device whose EAX settings must be retrieved

nEffect

Reference that, on return from the method call, will contain the EAX effect currently set into the given output device.

Possible values are the following:

Mnemonic value

Value

Meaning

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

Reference that, on return from the method call, will contain a floating point value representing the volume of the reverb's effect.

The value is expressed in percentage and can assume values from 0 to 100.

fReverbDecayTime

Reference that, on return from the method call, will contain a 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

Reference that, on return from the method call, will contain a 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.