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 SetEAXEffect method.
See the How to apply special effects to a playing sound section for further details.
Syntax
[Visual Basic]
control.GetEAXEffect (
nIndex as Integer,
nEffect as enumEaxEffects,
fReverbVolume as Single,
fReverbDecayTime as Single,
fReverbDecayHFRatio as Single
) as enumErrorCodes
|
|
[C++]
short control.GetEAXEffect (
short nIndex,
long *nEffect,
float *fReverbVolume,
float *fReverbDecayTime,
float *fReverbDecayHFRatio
);
|
|
Parameter
|
Description
|
|
|
nIndex
|
Number representing the zero-based index of the output device whose EAX settings must be retrieved
|
nEffect
|
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
|
Value
|
Meaning
|
EAX_GENERIC
|
0
|
Generic
|
EAX_PADDEDCELL
|
1
|
Padded cell
|
EAX_ROOM
|
2
|
Room
|
EAX_BATHROOM
|
3
|
Bathroom
|
EAX_LIVINGROOM
|
4
|
Living room
|
EAX_STONEROOM
|
5
|
Stone room
|
EAX_AUDITORIUM
|
6
|
Auditorium
|
EAX_CONCERTHALL
|
7
|
Concert hall
|
EAX_CAVE
|
8
|
Cave
|
EAX_ARENA
|
9
|
Arena
|
EAX_HANGAR
|
10
|
Hangar
|
EAX_CARPETEDHALLWAY
|
11
|
Carpeted hallway
|
EAX_HALLWAY
|
12
|
Hallway
|
EAX_STONECORRIDOR
|
13
|
Stone corridor
|
EAX_ALLEY
|
14
|
Alley
|
EAX_FOREST
|
15
|
Forest
|
EAX_CITY
|
16
|
City
|
EAX_MOUNTAINS
|
17
|
Mountains
|
EAX_QUARRY
|
18
|
Quarry
|
EAX_PLAIN
|
19
|
Plain
|
EAX_PARKINGLOT
|
20
|
Parking lot
|
EAX_SEWERPIPE
|
21
|
Sewer pipe
|
EAX_UNDERWATER
|
22
|
Underwater
|
EAX_DRUGGED
|
23
|
Drugged
|
EAX_DIZZY
|
24
|
Dizzy
|
EAX_DIZZY
|
25
|
Psychotic
|
|
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.
|
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
|
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
|
Return value
Value
|
Meaning
|
|
|
Negative value
|
An error occurred (see the LastError property for further error details)
|
enumErrorCodes.ERR_NOERROR (0)
|
The method call was successful.
|
|