SFXEnvironment

consoledoc.h

Description of a reverb environment.

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Reverb

float

Density of reverb environment.

float

Environment diffusion.

float

Reverb Gain Level.

float

Reverb Gain to high frequencies.

float

Reverb Gain to high frequencies.

float

Decay time for the reverb.

float

High frequency decay time ratio.

float

High frequency decay time ratio.

float

Reflection Gain.

float

How long to delay reflections.

float

Reflection reverberation panning vector.

float

Late reverb gain amount.

float

Late reverb delay time.

float

Late reverberation panning vector.

float

Reverb echo time.

float

Reverb echo depth.

float

Reverb Modulation time.

float

Reverb Modulation time.

float

High Frequency air absorbtion.

float

Reverb High Frequency Reference.

float

Reverb Low Frequency Reference.

float

Rolloff factor for reverb.

int

High Frequency decay limit.

Public Static Attributes

const int

PS2 Only - Reverb is applied to CORE0 (hw voices 0-23).

const int

PS2 Only - Reverb is applied to CORE1 (hw voices 24-47).

const int

SFXEnvironment::airAbsorptionHF affects SFXEnvironment::decayHFRatio.

const int

SFXEnvironment::envSize affects reverberation decay time.

const int

SFXEnvironment::envSize affects echo time.

const int

GameCube/Wii Only - Use high-quality DPL2 reverb.

const int

GameCube/Wii Only - Use high-quality reverb.

const int

SFXEnvironment::envSize affects modulation time.

const int

SFXEnvironment::envSize affects initial reflection delay time.

const int

SFXEnvironment::envSize affects reflection level.

const int

SFXEnvironment::envSize affects late reverberation delay time.

const int

SFXEnvironment::envSize affects reflections level.

Detailed Description

Description of a reverb environment.

A reverb environment specifies how the audio mixer should render advanced environmental audio effects.

To use reverb environments in your level, set up one or more ambient audio spaces, assign reverb environments appropriately, and then attach the SFXAmbiences to your LevelInfo (taking effect globally) or Zone objects (taking effect locally).

To define your own custom reverb environments, it is usually easiest to adapt one of the pre-existing reverb definitions: @tsexample_nopar singleton SFXEnvironment( AudioEnvCustomUnderwater : AudioEnvUnderwater ) { Override select properties from AudioEnvUnderwater here. };

In the Datablock Editor, this can be done by selecting an existing environment to copy from when creating the SFXEnvironment datablock.

For a precise description of reverb audio and the properties of this class, please consult the EAX documentation.

All SFXEnvironment instances are automatically added to the global

SFXEnvironmentSet
.

see:

http://www.atc.creative.com/algorithms/eax20.pdf

see:

http://connect.creativelabs.com/developer/Gaming/Forms/AllItems.aspx

SFX_reverb

Reverb

float reverbDensity 

Density of reverb environment.

float reverbDiffusion 

Environment diffusion.

float reverbGain 

Reverb Gain Level.

float reverbGainHF 

Reverb Gain to high frequencies.

float reverbGainLF 

Reverb Gain to high frequencies.

float reverbDecayTime 

Decay time for the reverb.

float reverbDecayHFRatio 

High frequency decay time ratio.

float reverbDecayLFRatio 

High frequency decay time ratio.

float reflectionsGain 

Reflection Gain.

float reflectionDelay 

How long to delay reflections.

float reflectionsPan [3]

Reflection reverberation panning vector.

float lateReverbGain 

Late reverb gain amount.

float lateReverbDelay 

Late reverb delay time.

float lateReverbPan [3]

Late reverberation panning vector.

float reverbEchoTime 

Reverb echo time.

float reverbEchoDepth 

Reverb echo depth.

float reverbModTime 

Reverb Modulation time.

float reverbModDepth 

Reverb Modulation time.

float airAbsorbtionGainHF 

High Frequency air absorbtion.

float reverbHFRef 

Reverb High Frequency Reference.

float reverbLFRef 

Reverb Low Frequency Reference.

float roomRolloffFactor 

Rolloff factor for reverb.

int decayHFLimit 

High Frequency decay limit.

Public Static Attributes

const int REVERB_CORE0 

PS2 Only - Reverb is applied to CORE0 (hw voices 0-23).

see:

SFXEnvironment::flags

const int REVERB_CORE1 

PS2 Only - Reverb is applied to CORE1 (hw voices 24-47).

see:

SFXEnvironment::flags

const int REVERB_DECAYHFLIMIT 

SFXEnvironment::airAbsorptionHF affects SFXEnvironment::decayHFRatio.

see:

SFXEnvironment::flags

const int REVERB_DECAYTIMESCALE 

SFXEnvironment::envSize affects reverberation decay time.

see:

SFXEnvironment::flags

const int REVERB_ECHOTIMESCALE 

SFXEnvironment::envSize affects echo time.

see:

SFXEnvironment::flags

const int REVERB_HIGHQUALITYDPL2REVERB 

GameCube/Wii Only - Use high-quality DPL2 reverb.

see:

SFXEnvironment::flags

const int REVERB_HIGHQUALITYREVERB 

GameCube/Wii Only - Use high-quality reverb.

see:

SFXEnvironment::flags

const int REVERB_MODULATIONTIMESCALE 

SFXEnvironment::envSize affects modulation time.

see:

SFXEnvironment::flags

const int REVERB_REFLECTIONSDELAYSCALE 

SFXEnvironment::envSize affects initial reflection delay time.

see:

SFXEnvironment::flags

const int REVERB_REFLECTIONSSCALE 

SFXEnvironment::envSize affects reflection level.

see:

SFXEnvironment::flags

const int REVERB_REVERBDELAYSCALE 

SFXEnvironment::envSize affects late reverberation delay time.

see:

SFXEnvironment::flags

const int REVERB_REVERBSCALE 

SFXEnvironment::envSize affects reflections level.

see:

SFXEnvironment::flags