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48    <title>nw::snd::SoundAmbientParam</title>
49  </head>
50  <body>
51    <h1><CODE><a href="../../../nw/Overview.html">nw</a>::<a href="../../../nw/snd/Overview.html">snd</a>::SoundAmbientParam</CODE> Structure</h1>
52    <div class="section">
53      <b>Header file: </b>nw/snd/snd_BasicSound.h</div>
54    <h2>Syntax</h2>
55    <div class="section">
56      <pre class="definition">struct SoundAmbientParam
57{
58   <span>f32</span> volume;
59   <span>f32</span> pitch;
60   <span>f32</span> pan;
61   <span>f32</span> span;
62   <span>f32</span> fxSend;
63   <span>f32</span> lpf;
64   <span>f32</span> biquadFilterValue;
65   int biquadFilterType;
66   int priority;
67   <span>u32</span> userData;
68};
69</pre>
70    </div>
71    <h2>Description</h2>
72    <div class="section">
73      <p>Ambient parameter structure.</p><p>When 3D sounds are used, you can use this structure to reference the previous 3D sound calculation results, as well as to store the calculation results of the 3D sound engine class. For details, see the reference for the <a href="../../../nw/snd/Sound3DEngine/UpdateAmbientParam.html">Sound3DEngine::UpdateAmbientParam</a> function.</p><p>The biquad filter is set according to the priority given below rather than using overlapping settings for multiple locations. If parameter settings with higher priority have been made for a location, all settings for locations with lower priority are overwritten.</p><p>・Sound handle settings<br /> ・Sound player settings<br /> ・Current ambient parameter structure settings<br /> ・Sequence data settings<br /></p><p>The amount of effects sent, fxSend, is reflected in the send volume to AUX bus A. The send value to AUX Bus B must be set under SoundMaker and in sequence data using functions like <a href="../../../nw/snd/SoundHandle/SetFxSend.html">SoundHandle::SetFxSend</a>. </p></div>
74    <a name="variable" id="variable">
75      <h2>Member Variables</h2>
76      <div class="section">
77        <table class="members">
78          <tr>
79            <td width="100"> </td>
80            <th>
81              <span class="argument">volume</span>
82            </th>
83            <td width="100"><span>f32</span></td>
84            <td>Multiplication factor for the sound volume. If 0.0 is specified, no sound is output.</td>
85          </tr>
86          <tr>
87            <td width="100"> </td>
88            <th>
89              <span class="argument">pitch</span>
90            </th>
91            <td width="100"><span>f32</span></td>
92            <td>Frequency factor for the sound pitch. Pitch does not change when 1.0 is specified. When 2.0 is specified, the frequency to be reproduced is doubled, and the pitch is one octave higher.</td>
93          </tr>
94          <tr>
95            <td width="100"> </td>
96            <th>
97              <span class="argument">pan</span>
98            </th>
99            <td width="100"><span>f32</span></td>
100            <td>Amount of relative change in the pan (right/left location) of the sound. Pitch does not change when 0.0 is specified. When 1.0 is specified, a sound located at the center will be located at the far right, and when -1.0 is specified, a sound that located at the center will be located at the far left.</td>
101          </tr>
102          <tr>
103            <td width="100"> </td>
104            <th>
105              <span class="argument">span</span>
106            </th>
107            <td width="100"><span>f32</span></td>
108            <td>Amount of relative change in the pan (front/rear location) of the sound. Pitch does not change when 0.0 is specified. If 1.0 is specified, a sound located in the center is relocated to the front. If 2.0 is specified, a sound located in the center is relocated to the back. Specify a negative number if you wish to move the location toward the front.</td>
109          </tr>
110          <tr>
111            <td width="100"> </td>
112            <th>
113              <span class="argument">fxSend</span>
114            </th>
115            <td width="100"><span>f32</span></td>
116            <td>Amount of relative change in the sound effect send. In other words, the send volume is unchanged when 0.0 is specified. When 1.0 is specified, sound that was not be sent to the AUX bus will be sent at the maximum send volume.</td>
117          </tr>
118          <tr>
119            <td width="100"> </td>
120            <th>
121              <span class="argument">lpf</span>
122            </th>
123            <td width="100"><span>f32</span></td>
124            <td>Amount of relative change in the cutoff of the low pass filter used with the sound. When 0.0 is specified, the cutoff value is unchanged. When -1.0 is specified, the cutoff frequency changes from applying no filter to applying the maximum filter (the cutoff frequency goes down).</td>
125          </tr>
126          <tr>
127            <td width="100"> </td>
128            <th>
129              <span class="argument">biquadFilterValue</span>
130            </th>
131            <td width="100"><span>f32</span></td>
132            <td>Degree to which the biquad filter for the sound is applied. The meaning of this value varies depending on the type of coefficient used by the filter.</td>
133          </tr>
134          <tr>
135            <td width="100"> </td>
136            <th>
137              <span class="argument">biquadFilterType</span>
138            </th>
139            <td width="100">int</td>
140            <td>Biquad filter type for the sound. Use the value of <a href="../../../nw/snd/BiquadFilterType.html">BiquadFilterType</a>. In addition to preset filter types, this parameter can take the value of filter types registered by the user.</td>
141          </tr>
142          <tr>
143            <td width="100"> </td>
144            <th>
145              <span class="argument">priority</span>
146            </th>
147            <td width="100">int</td>
148            <td>Amount of relative change in the player priority of the sound. This value is added to the original player priority.</td>
149          </tr>
150          <tr>
151            <td width="100"> </td>
152            <th>
153              <span class="argument">userData</span>
154            </th>
155            <td width="100"><span>u32</span></td>
156            <td>The user can freely use this parameter. It is reset to 0 when the sound is played.</td>
157          </tr> </table>
158      </div>
159    </a> <a name="function" id="function">
160      <h2>Member Functions</h2>
161      <div class="section">
162        <table class="members">
163          <tr>
164            <td width="100">  </td>
165            <th>
166              <a href="../../../nw/snd/SoundAmbientParam/SoundAmbientParam.html">SoundAmbientParam</a>
167            </th>
168            <td>Constructor.</td>
169          </tr> </table>
170      </div>
171    </a>
172    <h2>See Also</h2>
173    <div class="section">
174      <p class="reference"><a href="../../../nw/snd/Sound3DEngine/UpdateAmbientParam.html">Sound3DEngine::UpdateAmbientParam</a><br /><a href="../../../nw/snd/SoundHandle/SetFxSend.html">SoundHandle::SetFxSend</a><br /> </p>
175    </div>
176    <h2>Revision History</h2>
177    <div class="section">
178      <dl class="history">
179        <dt>2010/12/17</dt>
180        <dd>Added descriptions of span, fxsend, lpf, biquadFilterValue, and biquadFilterType.<br />
181        </dd>
182        <dt>2010/04/08</dt>
183        <dd>Deleted the <CODE>VoiceOutParam</CODE> member to increase the speed.<br />
184        </dd>
185        <dt>2010/03/12</dt>
186        <dd>Initial version.<br />
187        </dd>
188      </dl>
189    </div>
190  <hr><p>CONFIDENTIAL</p></body>
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192