Copyright © 2005-2019 MultiMedia Soft

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

 

 

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

 

 

Negative value

An error occurred (see the LastError property for further error details)

enumErrorCodes.NOERROR (0)

The method call was successful.