Remarks
Applies/removes a specific EAX effect to the given output device.
EAX effects can be applied only if the IsEAXAvailable method returns TRUE and has effect only on sounds loaded through the LoadSoundForEAX method.
The current EAX effect, if any, and its reverb parameters can be retrieved through a call to the GetEAXEffect method.
Important note about EAX effects availability
EAX effects are only supported up to Windows XP and have been deprecated starting from Windows Vista and higher versions due to the lack of hardware mixing.
Although some sound card driver will tell you that it supports EAX, this doesn't guarantees that its EAX implementation quality will be the same available for Creative sound cards.
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See the How to apply special effects to a playing sound section for further details.
Syntax
[Visual Basic]
control.SetEAXEffect (
nIndex as Integer,
nEffect as enumEaxEffects,
fReverbVolume as Single,
fReverbDecayTime as Single,
fReverbDecayHFRatio as Single
) as enumErrorCodes
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[C++]
short control.SetEAXEffect (
short nIndex,
long nEffect,
float fReverbVolume,
float fReverbDecayTime,
float fReverbDecayHFRatio
);
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Parameter
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Description
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nIndex
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Number representing the zero-based index of the output device that will be affected by EAX settings
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nEffect
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Numeric value that determines the effect to apply.
Supported values are the following:
Mnemonic value
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Value
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Meaning
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EAX_NONE
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-1
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Removes any previous EAX effect
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EAX_GENERIC
|
0
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Generic
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EAX_PADDEDCELL
|
1
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Padded cell
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EAX_ROOM
|
2
|
Room
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EAX_BATHROOM
|
3
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Bathroom
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EAX_LIVINGROOM
|
4
|
Living room
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EAX_STONEROOM
|
5
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Stone room
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EAX_AUDITORIUM
|
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
|
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
|
14
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Alley
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EAX_FOREST
|
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
|
Floating point value representing the reverb volume for the given effect.
The value is expressed in percentage and can assume values from 0 to 100.
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fReverbDecayTime
|
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
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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.ERR_NOERROR (0)
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The method call was successful.
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