Effects.DistortionApply method |
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Remarks
Applies a distortion effect on the playing song. This effect can be reset through the Effects.DistortionReset method.
Similar to Pre/Post Gain & Drive controls on amps. They were first introduced as a trick to added color to a guitar's tone. Usually produced back then by turning the amp all the way up, or slightly pulling out a tube from its socket. These tones are now today referred to as Overdrives. Today, there are an almost infinite variety of these effects, and they range in 3 classes: Distortions, Fuzz, and Overdrive. One common feature to mostly all of these types of pedals is a volume and drive (also noted as distortion, fuzz, gain, ...etc.). Overdrives are usually a sustain and volume boosting pedal. Used by more traditional rock and country bands. Next are the Distortions, which range from punk style to death metal screams. They are similar to Overdrives, but have more buzzing quality to them. Finally, there are the Fuzzes which are more distorted than distortions, but are more mellow and compressed sounding. Many pedals can be confused within these names, and some may be named other than what they are. Towards the end of this era, the back-to-back diode pair became popular as a technique to provide soft clipping (with germanium diodes) and hard clipping (with silicon diodes). Today, overdrive effects usually means soft clipping, where gain is reduced beyond the clipping point, while distortion usually means hard clipping, where the level is fixed beyond the clipping point. Distortion is a little harder sound, good for rock, while overdrive gives a more natural sound.
See the How to apply special effects to a playing sound section for further details.
Syntax
[Visual Basic] control.Effects.DistortionApply ( nPlayer as Integer, nAffectedChannel as enumChannelMasks, fDrive as Single, fDryMix as Single, fWetMix as Single, fFeedback as Single, fVolume as Single, nPriority as Integer ) as enumErrorCodes |
[C++] short control.Effects.DistortionApply ( short nPlayer, short nAffectedChannel, float fDrive, float fDryMix, float fWetMix, float fFeedback, float fVolume, short nPriority ); |
Parameter |
Description |
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nPlayer |
Number representing the zero-based index of the involved player |
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nAffectedChannel |
Numeric value that determines the combination of affected channels. Supported values are the following:
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fDrive |
Numeric value representing the distortion drive. Supported values are in the range from 0 to 5. |
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fDryMix |
Numeric value representing the Dry (unaffected) signal mix. Supported values are in the range from -5 to +5. |
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fWetMix |
Numeric value representing the Wet (affected) signal mix. Supported values are in the range from -5 to +5. |
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fFeedback |
Numeric value representing the output signal to feed back into input. Supported values are in the range from -1 to +1. |
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fVolume |
Numeric value representing the distortion volume. Supported values are in the range from 0 to 2. |
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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. |
The fDrive controls the amount of overdrive. The fVolume to balance the effect volume with the bypassed level. It can also be used to boost the signal for solos. The fDryMix is the volume of input signal and the fWetMix is the volume of distorted signal. The fFeedback sets feedback of distortion.
Below some sample:
Effect type |
fDrive |
fDryMix |
fWetMix |
fFeedback |
fVolume |
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Hard Distortion |
1.0 |
0.0 |
1.0 |
0.0 |
1.0 |
Very Hard Distortion |
5.0 |
0.0 |
1.0 |
0.1 |
1.0 |
Medium Distortion |
0.2 |
1.0 |
1.0 |
0.1 |
1.0 |
Soft Distortion |
0.0 |
-2.95 |
-0.05 |
-0.18 |
0.25 |
Return value
Value |
Meaning |
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Negative value |
An error occurred (see the LastError property for further error details) |
enumErrorCodes.ERR_NOERROR (0) |
The call was successful. |