EffectsParamEq.Gain Property |
Language: |
Retrieves and sets the gain, of the EffectsParamEq structure.
Visual Basic Public Property Gain As Single C# public float Gain { get; set; } C++ public:
property float Gain {
float get();
void set(float value);
}JScript public function get Gain() : float
public function set Gain(float);
System.Single
This property is read/write.
Gain.
Can range from ParamEqEffect.GainMin to ParamEqEffect.GainMax.
The default value is 0.
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);
Send comments about this topic to Microsoft. © Microsoft Corporation. All rights reserved.
Feedback? Please provide us with your comments on this topic.
For more help, visit the DirectX Developer Center