+++ /dev/null
-/*\r
-* Copyright (c) 2007-2010 SlimDX Group\r
-* \r
-* Permission is hereby granted, free of charge, to any person obtaining a copy\r
-* of this software and associated documentation files (the "Software"), to deal\r
-* in the Software without restriction, including without limitation the rights\r
-* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell\r
-* copies of the Software, and to permit persons to whom the Software is\r
-* furnished to do so, subject to the following conditions:\r
-* \r
-* The above copyright notice and this permission notice shall be included in\r
-* all copies or substantial portions of the Software.\r
-* \r
-* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR\r
-* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,\r
-* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE\r
-* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER\r
-* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,\r
-* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN\r
-* THE SOFTWARE.\r
-*/\r
-#pragma once\r
-\r
-namespace SlimDX\r
-{\r
- namespace DirectSound\r
- {\r
- /// <summary>\r
- /// The SoundEffectWavesReverb object is used to set and retrieve effect parameters on a buffer that supports waves reverberation.\r
- /// </summary>\r
- /// <unmanaged>IDirectSoundFXWavesReverb</unmanaged>\r
- public ref class WavesReverb : public ComObject\r
- {\r
- COMOBJECT(IDirectSoundFXWavesReverb, WavesReverb);\r
-\r
- public:\r
- /// <summary>\r
- /// Input gain of signal, in decibels (dB), the default value is 0 dB.\r
- /// </summary>\r
- property float InGain\r
- {\r
- float get();\r
- void set( float value );\r
- }\r
-\r
- /// <summary>\r
- /// Reverb mix, in dB.\r
- /// </summary>\r
- property float ReverbMix\r
- {\r
- float get();\r
- void set( float value );\r
- }\r
-\r
- /// <summary>\r
- /// Reverb time, in milliseconds.\r
- /// </summary>\r
- property float ReverbTime\r
- {\r
- float get();\r
- void set( float value );\r
- }\r
-\r
- /// <summary>\r
- /// High-frequency reverb time ratio.\r
- /// </summary>\r
- property float HighFrequencyRTRatio\r
- {\r
- float get();\r
- void set( float value );\r
- }\r
-\r
- /// <summary>\r
- /// Default input gain of signal, in decibels (dB).\r
- /// </summary>\r
- literal float InGainDefault = DSFX_WAVESREVERB_INGAIN_DEFAULT;\r
-\r
- /// <summary>\r
- /// Maximum input gain of signal, in decibels (dB).\r
- /// </summary>\r
- literal float InGainMax = DSFX_WAVESREVERB_INGAIN_MAX;\r
-\r
- /// <summary>\r
- /// Minimum input gain of signal, in decibels (dB).\r
- /// </summary>\r
- literal float InGainMin = DSFX_WAVESREVERB_INGAIN_MIN;\r
-\r
- /// <summary>\r
- /// Default reverb mix, in dB.\r
- /// </summary>\r
- literal float ReverbMixDefault = DSFX_WAVESREVERB_REVERBMIX_DEFAULT;\r
-\r
- /// <summary>\r
- /// Maximum reverb mix, in dB.\r
- /// </summary>\r
- literal float ReverbMixMax = DSFX_WAVESREVERB_REVERBMIX_MAX;\r
-\r
- /// <summary>\r
- /// Minimum reverb mix, in dB.\r
- /// </summary>\r
- literal float ReverbMixMin = DSFX_WAVESREVERB_REVERBMIX_MIN;\r
-\r
- /// <summary>\r
- /// Default reverb time, in milliseconds.\r
- /// </summary>\r
- literal float ReverbTimeDefault = DSFX_WAVESREVERB_REVERBTIME_DEFAULT;\r
-\r
- /// <summary>\r
- /// Maximum reverb time, in milliseconds.\r
- /// </summary>\r
- literal float ReverbTimeMax = DSFX_WAVESREVERB_REVERBTIME_MAX;\r
-\r
- /// <summary>\r
- /// Minimum reverb time, in milliseconds.\r
- /// </summary>\r
- literal float ReverbTimeMin = DSFX_WAVESREVERB_REVERBTIME_MIN;\r
-\r
- /// <summary>\r
- /// Default high-frequency reverb time ratio.\r
- /// </summary>\r
- literal float HighFrequencyRTRatioDefault = DSFX_WAVESREVERB_HIGHFREQRTRATIO_DEFAULT;\r
-\r
- /// <summary>\r
- /// Maximum high-frequency reverb time ratio.\r
- /// </summary>\r
- literal float HighFrequencyRTRatioMax = DSFX_WAVESREVERB_HIGHFREQRTRATIO_MAX;\r
-\r
- /// <summary>\r
- /// Minimum high-frequency reverb time ratio.\r
- /// </summary>\r
- literal float HighFrequencyRTRatioMin = DSFX_WAVESREVERB_HIGHFREQRTRATIO_MIN;\r
- };\r
- }\r
-}
\ No newline at end of file