Class EffectFactory.EAXReverbDef
- Enclosing interface:
- EffectFactory
EAXReverb is a superset of the standard reverb effect with additional control over the reverb tone, reverb directivity, and reverb granularity.
The EAX Reverb is natively supported on any devices that support the EAX 3.0 or above standard, including:
- SoundBlaster Audigy series soundcards
- SoundBlaster X-Fi series soundcards
The EAX Reverb will be emulated on devices that only support EAX 2.0. Note: The “Generic Software” device falls into this category as the software mixer supports the EAX 2.0 Reverb effect.
Edit properties of a EAXReverbDef object then use EffectFactory.createEAXReverb()
or EffectFactory.updateEAXReverb(EffectFilter, EAXReverbDef) to transfer
properties from EAXReverbDef to the effect object.
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Field Summary
FieldsModifier and TypeFieldDescriptionfloatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDeffloatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDeffloatAdjusts the spectral quality of the Decay Time parameter.floatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDeffloatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDeffloatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDeffloatIntroduces a cyclic echo in the reverberation decay, which will be noticeable with transient or percussive sounds.floatControls the rate at which the cyclic echo repeats itself along the reverberation decay.floatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDeffloatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDeffloatTweaks reflected sound by attenuating it at low frequencies.floatDetermines the frequencies at which the high-frequency effects are measured.floatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDeffloatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDeffloat[]Controls the spatial distribution of the cluster of early reflections.floatDetermines the frequencies at which the low-frequency effects are measured.floatControls the amount of pitch change.floatCreate sa pitch modulation in the reverberant sound.floatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDeffloatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDeffloat[]Controls the spatial distribution of the cluster of early reflections.floatThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
Constructor Summary
Constructors -
Method Summary
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Field Details
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EAXREVERB_DENSITY
public float EAXREVERB_DENSITYThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_DIFFUSION
public float EAXREVERB_DIFFUSIONThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_GAIN
public float EAXREVERB_GAINThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_GAINHF
public float EAXREVERB_GAINHFThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_DECAY_TIME
public float EAXREVERB_DECAY_TIMEThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_DECAY_HFRATIO
public float EAXREVERB_DECAY_HFRATIOThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_REFLECTIONS_GAIN
public float EAXREVERB_REFLECTIONS_GAINThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_REFLECTIONS_DELAY
public float EAXREVERB_REFLECTIONS_DELAYThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_LATE_REVERB_GAIN
public float EAXREVERB_LATE_REVERB_GAINThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_LATE_REVERB_DELAY
public float EAXREVERB_LATE_REVERB_DELAYThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_AIR_ABSORPTION_GAINHF
public float EAXREVERB_AIR_ABSORPTION_GAINHFThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_ROOM_ROLLOFF_FACTOR
public float EAXREVERB_ROOM_ROLLOFF_FACTORThese settings are the same as their standard reverb counterparts, refer toEffectFactory.ReverbDef -
EAXREVERB_GAINLF
public float EAXREVERB_GAINLFTweaks reflected sound by attenuating it at low frequencies.This value controls a high-pass filter that applies globally to the reflected sound of all sound sources feeding the particular instance of the reverb effect.
EAXREVERB_LFREFERENCEsets the frequency at which the value of this property is measured.- MAX: 1.0f (0db)
- MIN: 0.0f (-100db)
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EAXREVERB_DECAY_LFRATIO
public float EAXREVERB_DECAY_LFRATIOAdjusts the spectral quality of the Decay Time parameter.This value is the ratio of low-frequency decay time relative to the time set by Decay Time. The Decay LF Ratio value 1.0 is neutral: the decay time is equal for all frequencies. As Decay LF Ratio increases above 1.0, the low-frequency decay time increases so it’s longer than the decay time at mid frequencies. You hear a more booming reverberation with a longer decay at low frequencies. As the Decay LF Ratio value decreases below 1.0, the low-frequency decay time decreases so it’s shorter than the decay time of the mid frequencies. You hear a more tinny reverberation.
- MAX: 2.0f
- MIN: 0.1f
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EAXREVERB_ECHO_DEPTH
public float EAXREVERB_ECHO_DEPTHIntroduces a cyclic echo in the reverberation decay, which will be noticeable with transient or percussive sounds.A larger value of Echo Depth will make this effect more prominent.
- MAX: 1.0f
- MIN: 0.0f
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EAXREVERB_ECHO_TIME
public float EAXREVERB_ECHO_TIMEControls the rate at which the cyclic echo repeats itself along the reverberation decay.For example, the default setting for Echo Time is 250 ms. causing the echo to occur 4 times per second. Therefore, if you were to clap your hands in this type of environment, you will hear four repetitions of clap per second.
- MAX: 0.25f
- MIN: 0.075f
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EAXREVERB_MODULATION_TIME
public float EAXREVERB_MODULATION_TIMECreate sa pitch modulation in the reverberant sound.This value will be most noticeable applied to sources that have tonal color or pitch. You can use this to make some trippy effects!
Modulation Time controls the speed of the vibrato (rate of periodic changes in pitch). MAX: 4.0f MIN: 0.04f
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EAXREVERB_MODULATION_DEPTH
public float EAXREVERB_MODULATION_DEPTHControls the amount of pitch change.Low values of Diffusion will contribute to reinforcing the perceived effect by reducing the mixing of overlapping reflections in the reverberation decay.
- MAX: 1.0f
- MIN: 0.0f
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EAXREVERB_HFREFERENCE
public float EAXREVERB_HFREFERENCEDetermines the frequencies at which the high-frequency effects are measured.This value is applied to Decay HF Ratio. Note that it is necessary to maintain a factor of at least ten between HF Reference and LF Reference so that low frequency and high frequency properties can be accurately controlled and will produce independent effects. In other words, the LF Reference value should be less than 1/10 of the HF Reference value.
- MAX: 20000.0f
- MIN: 1000.0f
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EAXREVERB_LFREFERENCE
public float EAXREVERB_LFREFERENCEDetermines the frequencies at which the low-frequency effects are measured.This value is applied to Decay LF Ratio. Note that it is necessary to maintain a factor of at least ten between HF Reference and LF Reference so that low frequency and high frequency properties can be accurately controlled and will produce independent effects. In other words, the LF Reference value should be less than 1/10 of the HF Reference value.
- MAX: 1000.0f
- MIN: 20.0f
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EAXREVERB_REFLECTIONS_PAN
public float[] EAXREVERB_REFLECTIONS_PANControls the spatial distribution of the cluster of early reflections.The direction of this vector controls the global direction of the reflections, while its magnitude controls how focused the reflections are towards this direction. It is important to note that the direction of the vector is interpreted in the coordinate system of the user, without taking into account the orientation of the virtual listener. For instance, assuming a four-point loudspeaker playback system, setting Reflections Pan to (0., 0., 0.7) means that the reflections are panned to the front speaker pair, whereas as setting of (0., 0., −0.7) pans the reflections towards the rear speakers. These vectors follow the a left-handed co-ordinate system, unlike OpenAL uses a right-handed co-ordinate system. If the magnitude of Reflections Pan is zero (the default setting), the early reflections come evenly from all directions. As the magnitude increases, the reflections become more focused in the direction pointed to by the vector. A magnitude of 1.0 would represent the extreme case, where all reflections come from a single direction.
The vector should have a magnitude between 0 AND 1
- MAX: [1.0f,1.0f,1.0f]
- MIN: [-1.0f,-1.0f,-1.0f]
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EAXREVERB_LATE_REVERB_PAN
public float[] EAXREVERB_LATE_REVERB_PANControls the spatial distribution of the cluster of early reflections.The direction of this vector controls the global direction of the reflections, while its magnitude controls how focused the reflections are towards this direction. It is important to note that the direction of the vector is interpreted in the coordinate system of the user, without taking into account the orientation of the virtual listener. For instance, assuming a four-point loudspeaker playback system, setting Reflections Pan to (0., 0., 0.7) means that the reflections are panned to the front speaker pair, whereas as setting of (0., 0., −0.7) pans the reflections towards the rear speakers. These vectors follow the a left-handed co-ordinate system, unlike OpenAL uses a right-handed co-ordinate system. If the magnitude of Reflections Pan is zero (the default setting), the early reflections come evenly from all directions. As the magnitude increases, the reflections become more focused in the direction pointed to by the vector. A magnitude of 1.0 would represent the extreme case, where all reflections come from a single direction.
The vector should have a magnitude between 0 AND 1
- MAX: [1.0f,1.0f,1.0f]
- MIN: [-1.0f,-1.0f,-1.0f]
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Constructor Details
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EAXReverbDef
public EAXReverbDef()
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