本文整理汇总了C#中FMOD.REVERB_PROPERTIES类的典型用法代码示例。如果您正苦于以下问题:C# REVERB_PROPERTIES类的具体用法?C# REVERB_PROPERTIES怎么用?C# REVERB_PROPERTIES使用的例子?那么恭喜您, 这里精选的类代码示例或许可以为您提供帮助。
REVERB_PROPERTIES类属于FMOD命名空间,在下文中一共展示了REVERB_PROPERTIES类的20个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于我们的系统推荐出更棒的C#代码示例。
示例1: ReverbProperties
internal ReverbProperties(ref REVERB_PROPERTIES props)
: this()
{
// All field of REVERB_PROPERTIES are private in the wrapper, I had to modify the wrapper here to expose those fields
DecayTime = props.DecayTime;
EarlyDelay = props.EarlyDelay;
LateDelay = props.LateDelay;
HFReference = props.HFReference;
HFDecayRatio = props.HFDecayRatio;
Diffusion = props.Diffusion;
Density = props.Density;
LowShelfFrequency = props.LowShelfFrequency;
LowShelfGain = props.LowShelfGain;
HighCut = props.HighCut;
EarlyLateMix = props.EarlyLateMix;
WetLevel = props.WetLevel;
}
开发者ID:HakanL,项目名称:SupersonicSound,代码行数:18,代码来源:ReverbProperties.cs
示例2: setProperties
public RESULT setProperties(ref REVERB_PROPERTIES properties)
{
return Reverb3D.FMOD5_Reverb3D_SetProperties(this.rawPtr, ref properties);
}
开发者ID:GameDiffs,项目名称:TheForest,代码行数:4,代码来源:Reverb3D.cs
示例3: FMOD_EventSystem_SetReverbAmbientProperties
private static extern RESULT FMOD_EventSystem_SetReverbAmbientProperties(IntPtr eventsystem, ref REVERB_PROPERTIES props);
开发者ID:Guitaroz,项目名称:Arcade-Space-Shooter,代码行数:1,代码来源:fmod_event.cs
示例4: setReverbProperties
// Reverb api
public RESULT setReverbProperties(ref REVERB_PROPERTIES prop)
{
return FMOD_System_SetReverbProperties(systemraw, ref prop);
}
开发者ID:huming2207,项目名称:ghgame,代码行数:5,代码来源:fmod.cs
示例5: FMOD_Reverb_SetProperties
private static extern RESULT FMOD_Reverb_SetProperties(IntPtr reverb, ref REVERB_PROPERTIES properties);
开发者ID:huming2207,项目名称:ghgame,代码行数:1,代码来源:fmod.cs
示例6: getProperties
public RESULT getProperties(ref REVERB_PROPERTIES properties)
{
return FMOD_Reverb3D_GetProperties(rawPtr, ref properties);
}
开发者ID:Cocotus,项目名称:simple-music-player,代码行数:4,代码来源:fmod.cs
示例7: getReverbProperties
public RESULT getReverbProperties (int instance, out REVERB_PROPERTIES prop)
{
return FMOD_System_GetReverbProperties(rawPtr, instance, out prop);
}
开发者ID:Cocotus,项目名称:simple-music-player,代码行数:4,代码来源:fmod.cs
示例8: FMOD_EventReverb_GetProperties
private static extern RESULT FMOD_EventReverb_GetProperties(IntPtr eventreverb, ref REVERB_PROPERTIES props);
开发者ID:Guitaroz,项目名称:Arcade-Space-Shooter,代码行数:1,代码来源:fmod_event.cs
示例9: getProperties
public RESULT getProperties(ref REVERB_PROPERTIES props)
{
return FMOD_EventReverb_GetProperties(eventreverbraw, ref props);
}
开发者ID:Guitaroz,项目名称:Arcade-Space-Shooter,代码行数:4,代码来源:fmod_event.cs
示例10: _updateReverbStack
private void _updateReverbStack()
{
if (m_reverbStack.Count == 0) {
return ;
}
m_reverbStack.Sort((x, y) => (int)(y.Priority).CompareTo((int)x.Priority));
FmodReverbZone newCurrentZone = m_reverbStack[0];
if (m_currentZone != newCurrentZone) { // we should transition
float fadeInTime = newCurrentZone.fadeTime;
// if we are transitionning from a zone back to the global zone, we use the previous fade time
// to fade out
if (newCurrentZone == m_globalReverbZone && m_currentZone != m_globalReverbZone) {
m_globalReverb.Initialize(m_globalReverb.getName(), FmodReverb.GLOBAL_REVERB.Properties);
fadeInTime = m_currentZone.fadeTime;
}
FMOD.REVERB_PROPERTIES targetProps = newCurrentZone.GetReverb().getProperties();
if (fadeInTime <= 0) {
FmodEventSystemHandle handle = new FmodEventSystemHandle();
m_isInTransition = false;
m_startProperties = m_curProperties;
m_endProperties = targetProps;
handle.getEventSystem().setReverbImmediate(targetProps);
handle.Dispose();
} else {
m_isInTransition = true;
m_startProperties = m_curProperties;
m_endProperties = targetProps;
m_curTransitionDuration = fadeInTime;
m_curTransitionTime = 0;
}
m_currentZone = newCurrentZone;
}
}
开发者ID:Bourinours,项目名称:Projet_Son,代码行数:36,代码来源:FmodReverbManager.cs
示例11: loadReverbsFromFile
protected void loadReverbsFromFile(FmodEventAsset asset)
{
List<FmodReverb> reverbs = new List<FmodReverb>();
FMOD.REVERB_PROPERTIES curReverb = new FMOD.REVERB_PROPERTIES();
IntPtr curReverbName = new IntPtr();
string curReverbNameAsString;
int numReverbs = 0;
FMOD.RESULT result = FMOD.RESULT.OK;
FmodReverb newReverb = null;
result = getEventSystem().getNumReverbPresets(ref numReverbs);
ERRCHECK(result);
if (result == FMOD.RESULT.OK) {
for (int i = 0; i < numReverbs; i++) {
result = getEventSystem().getReverbPresetByIndex(i, ref curReverb, ref curReverbName);
ERRCHECK(result);
if (result == FMOD.RESULT.OK) {
curReverbNameAsString = Marshal.PtrToStringAnsi(curReverbName);
newReverb = ScriptableObject.CreateInstance(typeof(FmodReverb)) as FmodReverb;
newReverb.Initialize(curReverbNameAsString, curReverb);
reverbs.Add(newReverb);
}
}
}
asset.setReverbs(reverbs);
}
开发者ID:Bourinours,项目名称:Projet_Son,代码行数:26,代码来源:FmodEventSystem.cs
示例12: getReverbPreset
public RESULT getReverbPreset(string name, ref REVERB_PROPERTIES props, ref int index)
{
return FMOD_EventSystem_GetReverbPreset(eventsystemraw, name, ref props, ref index);
}
开发者ID:Guitaroz,项目名称:Arcade-Space-Shooter,代码行数:4,代码来源:fmod_event.cs
示例13: setReverbProperties
// Reverb api.
public RESULT setReverbProperties (int instance, ref REVERB_PROPERTIES prop)
{
return FMOD_System_SetReverbProperties(rawPtr, instance, ref prop);
}
开发者ID:Cocotus,项目名称:simple-music-player,代码行数:5,代码来源:fmod.cs
示例14: getReverbPresetByIndex
public RESULT getReverbPresetByIndex(int index, ref REVERB_PROPERTIES props, ref IntPtr name)
{
return FMOD_EventSystem_GetReverbPresetByIndex(eventsystemraw, index, ref props, ref name);
}
开发者ID:Guitaroz,项目名称:Arcade-Space-Shooter,代码行数:4,代码来源:fmod_event.cs
示例15: FMOD_System_GetReverbProperties
private static extern RESULT FMOD_System_GetReverbProperties (IntPtr system, int instance, out REVERB_PROPERTIES prop);
开发者ID:Cocotus,项目名称:simple-music-player,代码行数:1,代码来源:fmod.cs
示例16: setReverbProperties
// Reverb interfaces.
public RESULT setReverbProperties(ref REVERB_PROPERTIES props)
{
return FMOD_EventSystem_SetReverbProperties(eventsystemraw, ref props);
}
开发者ID:Guitaroz,项目名称:Arcade-Space-Shooter,代码行数:5,代码来源:fmod_event.cs
示例17: setProperties
public RESULT setProperties(ref REVERB_PROPERTIES properties)
{
return FMOD_Reverb_SetProperties(reverbraw, ref properties);
}
开发者ID:huming2207,项目名称:ghgame,代码行数:4,代码来源:fmod.cs
示例18: FMOD_EventSystem_GetReverbPreset
private static extern RESULT FMOD_EventSystem_GetReverbPreset(IntPtr eventsystem, string name, ref REVERB_PROPERTIES props, ref int index);
开发者ID:Guitaroz,项目名称:Arcade-Space-Shooter,代码行数:1,代码来源:fmod_event.cs
示例19: getReverbAmbientProperties
public RESULT getReverbAmbientProperties(ref REVERB_PROPERTIES prop)
{
return FMOD_System_GetReverbAmbientProperties(systemraw, ref prop);
}
开发者ID:huming2207,项目名称:ghgame,代码行数:4,代码来源:fmod.cs
示例20: FMOD_EventSystem_GetReverbPresetByIndex
private static extern RESULT FMOD_EventSystem_GetReverbPresetByIndex(IntPtr eventsystem, int index, ref REVERB_PROPERTIES props, ref IntPtr name);
开发者ID:Guitaroz,项目名称:Arcade-Space-Shooter,代码行数:1,代码来源:fmod_event.cs
注:本文中的FMOD.REVERB_PROPERTIES类示例整理自Github/MSDocs等源码及文档管理平台,相关代码片段筛选自各路编程大神贡献的开源项目,源码版权归原作者所有,传播和使用请参考对应项目的License;未经允许,请勿转载。 |
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