EffectsFlanger.WetDryMix Property

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How Do I...?

Retrieves and sets the ratio of wet (processed) signal to dry (unprocessed) signal of the EffectsFlanger structure.

Definition

Visual Basic Public Property WetDryMix As Single
C# public float WetDryMix { get; set; }
C++ public:
property float WetDryMix {
        float get();
        void set(float value);
}
JScript public function get WetDryMix() : float
public function set WetDryMix(float);

Property Value

System.Single
Ratio of wet (processed) signal to dry (unprocessed) signal.

This property is read/write. 

Remarks

Can range from FlangerEffect.WetDryMixMin to FlangerEffect.WetDryMixMax.

The default value is 50.

How Do I...?

Use Effect Parameters

This C# example demonstrates how to use the parameters of an effect object from a SecondaryBuffer object.

The buffer object in this code snippet is assumed to be the SecondaryBuffer from the code in Add Effects to a SecondaryBuffer Object.

              [C#]
              
//Retrieve the effects object and //the effect param sturctures and edit parameters. EchoEffect echo = (EchoEffect)buffer.GetEffects(0); EffectsEcho echo_params = echo.AllParameters; echo_params.LeftDelay = 250.0f; echo_params.RightDelay = 100.0f; echo_params.Feedback = 85.0f; echo_params.PanDelay = 1; echo_params.WetDryMix = 50.0f; ChorusEffect chorus = (ChorusEffect)buffer.GetEffects(1); EffectsChorus chorus_params = chorus.AllParameters; chorus_params.Delay = 15.0f; chorus_params.Depth = ChorusEffect.DepthMax; chorus_params.Phase = ChorusEffect.PhaseNegative90; chorus_params.Waveform = ChorusEffect.WaveSin; chorus_params.WetDryMix = 50.0f; //Set the new parameters and play the buffer. echo.AllParameters = echo_params; chorus.AllParameters = chorus_params; buffer.Play(0,BufferPlayFlags.Default);


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