Remarks
Retrieves the actual EAX effect's reverb parameters for the given output device.
EAX effects can be applied/retrieved only if the IsEAXAvailable method returns TRUE. You can change the current EAX settings through a call to the SetEAXEffectParams method.
See the How to apply special effects to a playing sound section for further details.
Syntax
[Visual Basic]
Public Function GetEAXEffectParams (
nOutputIndex as Int16,
ByRef nEffect as enumEaxEffects,
ByRef fReverbVolume as Single,
ByRef fReverbDecayTime as Single,
ByRef fReverbDecayHFRatio as Single
) as enumErrorCodes
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[C#]
public enumErrorCodes GetEAXEffectParams (
Int16 nOutputIndex,
ref enumEaxEffects nEffect,
ref float fReverbVolume,
ref float fReverbDecayTime,
ref float fReverbDecayHFRatio
);
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[C++]
public: enumErrorCodes GetEAXEffectParams (
Int16 nOutputIndex,
enumEaxEffects __gc *nEffect,
float __gc *fReverbVolume,
float __gc *fReverbDecayTime,
float __gc *fReverbDecayHFRatio
);
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Parameter
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Description
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nOutputIndex
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Number representing the zero-based index of the output device whose EAX settings must be retrieved
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nEffect
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Reference that, on return from the method call, will contain the EAX effect currently set into the given output device.
Possible values are the following:
Mnemonic value
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Value
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Meaning
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EAX_GENERIC
|
0
|
Generic
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EAX_PADDEDCELL
|
1
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Padded cell
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EAX_ROOM
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2
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Room
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EAX_BATHROOM
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3
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Bathroom
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EAX_LIVINGROOM
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4
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Living room
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EAX_STONEROOM
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5
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Stone room
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EAX_AUDITORIUM
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6
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Auditorium
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EAX_CONCERTHALL
|
7
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Concert hall
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EAX_CAVE
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8
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Cave
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EAX_ARENA
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9
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Arena
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EAX_HANGAR
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10
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Hangar
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EAX_CARPETEDHALLWAY
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11
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Carpeted hallway
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EAX_HALLWAY
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12
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Hallway
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EAX_STONECORRIDOR
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13
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Stone corridor
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EAX_ALLEY
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14
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Alley
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EAX_FOREST
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15
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Forest
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EAX_CITY
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16
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City
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EAX_MOUNTAINS
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17
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Mountains
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EAX_QUARRY
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18
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Quarry
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EAX_PLAIN
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19
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Plain
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EAX_PARKINGLOT
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20
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Parking lot
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EAX_SEWERPIPE
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21
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Sewer pipe
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EAX_UNDERWATER
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22
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Underwater
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EAX_DRUGGED
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23
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Drugged
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EAX_DIZZY
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24
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Dizzy
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EAX_DIZZY
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25
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Psychotic
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fReverbVolume
|
Reference that, on return from the method call, will contain a floating point value representing the volume of the reverb's effect.
The value is expressed in percentage and can assume values from 0 to 100.
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fReverbDecayTime
|
Reference that, on return from the method call, will contain a floating point value representing the time, expressed in seconds, for reverb to fade to -60 dB.
Supported values can range from 0.1 to 20
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fReverbDecayHFRatio
|
Reference that, on return from the method call, will contain a floating point value representing the reverb's decay HF Ratio.
The value is expressed in percentage and can assume values from -100 to 100 with the following meaning:
-100 = high frequencies decay quickest
0 = low and high frequencies decay equally
100 = low frequencies decays quickest
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Return value
Value
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Meaning
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Negative value
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An error occurred (see the LastError property for further error details)
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enumErrorCodes.NOERROR (0)
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The method call was successful.
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