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C# FMOD.REVERB_PROPERTIES类代码示例

本文整理汇总了C#中FMOD.REVERB_PROPERTIES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15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


注:本文中的FMOD.REVERB_PROPERTIES类示例由纯净天空整理自Github/MSDocs等开源代码及文档管理平台,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。