SoundEnvironnement::SoundEnvironnement(const float& p_density, const float& p_diffusion,
       const float& p_gain, const float& p_gainHF, const float& p_decayTime,
       const float& p_decayHFRatio, const float& p_reflexionsGain,
       const float& p_reflexionsDelay, const float& p_lateReverbGain,
       const float& p_lateReverbDelay, const float& p_roomRollofFactor,
       const float& p_airAbsorptionGainHF, const bool& p_decayHFLimit)
 : m_density(1.0), m_diffusion(1.0), m_gain(0.32), m_gainHF(0.89), m_decayTime(1.49),
   m_decayHFRatio(0.83), m_reflexionsGain(0.05), m_reflexionsDelay(0.007), m_lateReverbGain(1.26),
   m_lateReverbDelay(0.011), m_roomRollofFactor(0.0), m_airAbsorptionGainHF(0.994), m_decayHFLimit(true)
 {
   setDensity(p_density) ;
   setDiffusion(p_diffusion) ;
   setGain(p_gain) ;
   setGainHF(p_gainHF) ;
   setDecayTime(p_decayTime) ;
   setDecayHFRatio(p_decayHFRatio) ;
   setReflexionsGain(p_reflexionsGain) ;
   setReflexionsDelay(p_reflexionsDelay) ;
   setLateReverbGain(p_lateReverbGain) ;
   setLateReverbDelay(p_lateReverbDelay) ;
   setRoomRollofFactor(p_roomRollofFactor) ;
   setAirAbsorptionGainHF(p_airAbsorptionGainHF) ;
   setDecayHFLimit(p_decayHFLimit) ;
 }
Example #2
0
	void EaxReverb::loadPreset(const EFXEAXREVERBPROPERTIES& prop) {
		// reflections and reverb pans are always 0 vectors, skip it
		setDensity(prop.flDensity);
		setDiffusion(prop.flDiffusion);
		setGain(prop.flGain);
		setGainHf(prop.flGainHF);
		setGainLf(prop.flGainLF);
		setDecayTime(prop.flDecayTime);
		setDecayHfRatio(prop.flDecayHFRatio);
		setDecayLfRatio(prop.flDecayLFRatio);
		setReflectionsGain(prop.flReflectionsGain);
		setReflectionsDelay(prop.flReflectionsDelay);
		setLateReverbGain(prop.flLateReverbGain);
		setLateReverbDelay(prop.flLateReverbDelay);
		setEchoTime(prop.flEchoTime);
		setEchoDepth(prop.flEchoDepth);
		setModulationTime(prop.flModulationTime);
		setModulationDepth(prop.flModulationDepth);
		setAirAbsorptionGainHf(prop.flAirAbsorptionGainHF);
		setHfReference(prop.flHFReference);
		setLfReference(prop.flLFReference);
		setRoomRolloffFactor(prop.flRoomRolloffFactor);
		setDecayHfLimit(prop.iDecayHFLimit ? true : false);
	}