EffectsInteractive3DLevel2Reverb.ReverbDelay Property |
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Retrieves and sets the time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds, of the EffectsInteractive3DLevel2Reverb structure.
Visual Basic Public Property ReverbDelay As Single C# public float ReverbDelay { get; set; } C++ public:
property float ReverbDelay {
float get();
void set(float value);
}JScript public function get ReverbDelay() : float
public function set ReverbDelay(float);
System.Single
This property is read/write.
Time limit between the early reflections and the late reverberation relative to the time of the first reflection, in seconds.
Can range from Interactive3DLevel2ReverbEffect.ReverbDelayMin to Interactive3DLevel2ReverbEffect.ReverbDelayMax.
The default value is Interactive3DLevel2ReverbEffect.ReverbDelayDefault or 0.011 seconds.
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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