Interactive3DLevel2ReverbEffect Class (Microsoft.DirectX.DirectSound)
How Do I...?
- Add Effects to a SecondaryBuffer Object
Represents a Microsoft DirectSound effects object used to set and retrieve effect parameters on a SecondaryBuffer object that supports Interactive 3-D Audio Level 2 (I3DL2) reverberation effects.
Visual Basic Public Class Interactive3DLevel2ReverbEffect
C# public class Interactive3DLevel2ReverbEffect : MarshalByRefObject, IDisposable C++ public ref class Interactive3DLevel2ReverbEffect : MarshalByRefObject, IDisposable JScript public class Interactive3DLevel2ReverbEffect extends MarshalByRefObject implements IDisposable
The following table lists the members exposed by the object.
Event Description Disposing Occurs when the Dispose method is called or when the Interactive3DLevel2ReverbEffect object is finalized and collected by the garbage collector of the Microsoft .NET common language runtime.
Method Description Dispose Immediately releases the unmanaged resources used by the Interactive3DLevel2ReverbEffect object. Equals Returns a value that indicates whether the current instance is equal to a specified object. Finalize Allows the Interactive3DLevel2ReverbEffect object to free resources before it is destroyed by the garbage collector. GetHashCode Returns the hash code for the current instance. GetObjectByValue This member supports the infrastructure for Microsoft DirectX 9.0 for Managed Code and is not intended to be used directly from your code. Interactive3DLevel2ReverbEffect Initializes a new instance of the Interactive3DLevel2ReverbEffect class. This method supports the .NET Framework Infrastructure and is not intended to be used directly in your code. op_Equality Compares the current instance of a class to another instance to determine whether they are the same. op_Inequality Compares the current instance of a class to another instance to determine whether they are different. raise_Disposing Raises the Interactive3DLevel2ReverbEffect.Disposing event when called from within a derived class.
Property Description AllParameters Retrieves or sets interactive 3-D level 2 (I3DL2) environmental reverberation parameters of a SecondaryBuffer object. Disposed Gets a value that indicates whether the object is disposed. Preset Retrieves or sets a standard reverberation parameters of a SecondaryBuffer object. Quality Retrieves or sets the quality of the environmental reverberation effect.
How Do I...?
Add Effects to a SecondaryBuffer Object
This C# example demonstrates how to add effect objects to a SecondaryBuffer object.
[C#] //Create and setup the sound device. Device dev = new Device(); dev.SetCooperativeLevel(this,CooperativeLevel.Normal); //Create and setup the buffer description. BufferDescription buffer_desc = new BufferDescription(); buffer_desc.ControlEffects = true; //this has to be true to use effects. buffer_desc.GlobalFocus = true; //play sound even if application loses focus. //Create and setup the buffer for playing the sound. SecondaryBuffer buffer = new SecondaryBuffer( @"C:\WINDOWS\Media\ding.wav", buffer_desc, dev); //Create an array of effects descriptions, //set the effect objects to echo and chorus and //set it in the buffer. EffectDescription effects = new EffectDescription; effects.GuidEffectClass = DSoundHelper.StandardEchoGuid; effects.GuidEffectClass = DSoundHelper.StandardChorusGuid; buffer.SetEffects(effects); //Play Buffer. buffer.Play(0,BufferPlayFlags.Default);
Namespace Microsoft.DirectX.DirectSound Assembly Microsoft.DirectX.DirectSound (microsoft.directx.directsound.dll) Strong Name Microsoft.DirectX.DirectSound, Version=1.0.900.0, Culture=neutral, PublicKeyToken=d3231b57b74a1492