#include <revolution.h>
#include <revolution/axfx.h>
/*----------------------------------------------*
For mono, stereo, surround
*----------------------------------------------*/
typedef struct AXFX_REVERBSTD
{
// do not touch these!
AXFX_REVERBSTD_EXP reverbInner;
// user parameters
f32 coloration;
f32 mix;
f32 time;
f32 damping;
f32 preDelay;
} AXFX_REVERBSTD;
/*----------------------------------------------*
For Dolby Pro Logic II
*----------------------------------------------*/
typedef struct AXFX_REVERBSTD_DPL2
{
// do not touch these!
AXFX_REVERBSTD_EXP_DPL2 reverbInner;
// user parameters
f32 coloration;
f32 mix;
f32 time;
f32 damping;
f32 preDelay;
} AXFX_REVERBSTD_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. |
When using Standard Reverb, you must assign appropriate values to the various parameters of the AXFX_REVERBSTD or AXFX_REVERBSTD_DPL2 structure. Normally, the AXFX_REVERBSTD structure is used; the AXFX_REVERBSTD_DPL2 structure is used with Dolby Pro Logic II.
2007/08/08 Initial version.
CONFIDENTIAL