#include <revolution.h>
#include <revolution/axfx.h>
/*----------------------------------------------*
For mono, stereo, surround
*----------------------------------------------*/
typedef struct AXFX_REVERBHI
{
// do not write to these
AXFX_REVERBHI_EXP reverbInner;
// user parameters
f32 coloration;
f32 mix;
f32 time;
f32 damping;
f32 preDelay;
f32 crosstalk;
} AXFX_REVERBHI;
/*----------------------------------------------*
For Dolby Pro Logic II
*----------------------------------------------*/
typedef struct AXFX_REVERBHI_DPL2
{
// do not write to these
AXFX_REVERBHI_EXP_DPL2 reverbInner;
// user parameters
f32 coloration;
f32 mix;
f32 time;
f32 damping;
f32 preDelay;
f32 crosstalk;
} AXFX_REVERBHI_DPL2;
coloration |
Tunes the coefficients of the all-pass filter. Specify a value as 0.0 <= value <= 1.0. This number is used to simulate the acoustic properties of sound-reflective walls. In general, the smaller this value becomes, the coarser the reverberation density. In the opposite way, as this value increases the reverberation becomes more dense, but waveform interference may cause the high frequencies to stand out. |
|---|---|
mix |
Output gain for reverb. Specify a value as 0.0 <= value <= 1.0. |
time |
Time until reverb attenuates. Specify a value of 0.0 or greater (units of sec). Specifying 0.01 seconds for time can achieve simulation of an extremely small room. If time is set as 10.0 seconds, the simulation is that of a cathedral or stadium. |
damping |
Tunes the filter coefficient of the low-pass filter (LPF). Specify a value as 0.0 <= value <= 1.0. As this value approaches 0.0, the signal's low-frequency portion becomes its main content and reverb begins to stand out. In the opposite way, as this value approaches 1.0, the high-frequency portion of the signal is passed with less attenuation, and reverb becomes less noticeable. |
preDelay |
Time until reverb begins. Specify a value of 0.0 or greater (units of sec). When simulating a large room, specify a large value for preDelay. This increases the distance between the sound source and the sound-reflecting walls. |
crosstalk |
Sets the amount of interaction between channels. Specify a value as 0.0 <= value <= 1.0. If crosstalk is set to 0.0, the reverberation does not seep into other channels at all, and any interaction among the channels is eliminated. Specifying a value larger than 0.0 will cause the reverberation to affect other channels. |
When using High-Quality Reverb, you must assign appropriate values to the various parameters of the AXFX_REVERBHI or AXFX_REVERBHI_DPL2 structure. The AXFX_REVERBHI structure is used normally, while the AXFX_REVERBHI_DPL2 structure is used with Dolby Pro Logic II.
2007/08/08 Initial version.
CONFIDENTIAL