Copyright © 2001-2019 MultiMedia Soft

Effects.DirectXEffectApply method

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Remarks

 

Applies a specific DMO (DirectX Media Object) effect to the playing sound. Parameters related to the chosen effect can be retrieved through the Effects.DirectXEffectParamsGet method and modified through the Effects.DirectXEffectParamsSet method.

The same DMO effect can be removed through the Effects.DirectXEffectReset method.

 

DirectX effects requires the availability of DirectX version 8 or higher on the target system and can be applied only if the IsDirectX8Avail method returns TRUE.

 

See the How to apply special effects to a playing sound section for further details.

 

 

Syntax

 

[Visual Basic]

control.Effects.DirectXEffectApply (

nPlayer as Integer,

nEffect as enumDirectXEffects,

nPriority as Integer

) as enumErrorCodes


 

[C++]

short control.Effects.DirectXEffectApply (

short nPlayer,

short nEffect,

short nPriority

);


 

 

Parameter

Description

 

 

nPlayer

Number representing the zero-based index of the involved player

nEffect

Numeric value that determines the effect to apply.

Supported values are the following:

Mnemonic constant

Value

Meaning

DX_CHORUS

0

Chorus

DX_COMPRESSOR

1

Compressor

DX_DISTORTION

2

Distortion

DX_ECHO

3

Echo

DX_FLANGER

4

Flanger

DX_GARGLE

5

Gargle

DX_I3DL2REVERB

6

I3DL2 environmental reverb

DX_REVERB

8

Wave reverb

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

 

 

enumErrorCodes.ERR_NOERROR (0)

The call was successful

Negative value

An error occurred: see the LastError property for further error details or for a list of the possible error values.