Effects.BassBoostApply method |
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Remarks
Applies a DSP effect for boosting bass levels on the playing song. This DSP effect can be reset through the Effects.BassBoostReset method.
When this kind of filter is activated on any of the players instanced by the control, eventual custom DSPs must be set to work with floating point samples through the CustomDSP.UseFloatSamples method.
See the How to apply special effects to a playing sound section for further details.
Syntax
[Visual Basic] Public Function BassBoostApply ( nPlayerIndex as Int16, nFrequencyInHz as Int32, fBoostLevelIndB as Single, nPriority as Int16 ) as enumErrorCodes |
[C#] public enumErrorCodes BassBoostApply ( Int16 nPlayerIndex, Int32 nFrequencyInHz, float fBoostLevelIndB, Int16 nPriority ); |
[C++] public: enumErrorCodes BassBoostApply ( Int16 nPlayerIndex, Int32 nFrequencyInHz, float fBoostLevelIndB, Int16 nPriority ); |
Parameter |
Description |
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nPlayerIndex |
Number representing the zero-based index of the involved player |
nFrequencyInHz |
Numeric value representing the frequency expressed in Hz. Accepted values range from 0 to 1000. |
fBoostLevelIndB |
Numeric value representing the Boost level expressed in dB. Accepted values range from 0 to 36. |
nPriority |
Effect's priority level inside the chain of DirectX effects, custom DSP effects and VST effects. Effects with higher priority are applied before effects with lower priority; in case more effects should have the same priority, they would be invoked in the same order that they were added. |
Return value
Value |
Meaning |
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Negative value |
An error occurred (see the LastError property for further error details) |
enumErrorCodes.NOERROR (0) |
The method call was successful. |