1<!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 4.01 Transitional//EN"> 2<html> 3 4<head> 5<LINK rel="stylesheet" type="text/css" href="../../CSS/revolution.css"> 6<TITLE>AXFX_REVERBHI/AXFX_REVERBHI_DPL2</TITLE> 7<META http-equiv="Content-Type" content="text/html; charset=windows-1252"> 8<META http-equiv="Content-Style-Type" content="text/css"> 9</head> 10 11<BODY> 12 13<H1 align="left">AXFX_REVERBHI/AXFX_REVERBHI_DPL2</H1> 14 15<H2>C Specification</H2> 16<BLOCKQUOTE> 17<PRE><CODE> 18#include <revolution.h> 19#include <revolution/axfx.h> 20 21/*----------------------------------------------* 22 For mono, stereo, surround 23 *----------------------------------------------*/ 24 25typedef struct AXFX_REVERBHI 26{ 27 // do not write to these 28 AXFX_REVERBHI_EXP reverbInner; 29 30 // user parameters 31 f32 coloration; 32 f32 mix; 33 f32 time; 34 f32 damping; 35 f32 preDelay; 36 f32 crosstalk; 37 38} AXFX_REVERBHI; 39 40/*----------------------------------------------* 41 For Dolby Pro Logic II 42 *----------------------------------------------*/ 43 44typedef struct AXFX_REVERBHI_DPL2 45{ 46 // do not write to these 47 AXFX_REVERBHI_EXP_DPL2 reverbInner; 48 49 // user parameters 50 f32 coloration; 51 f32 mix; 52 f32 time; 53 f32 damping; 54 f32 preDelay; 55 f32 crosstalk; 56 57} AXFX_REVERBHI_DPL2; 58</CODE></PRE> 59</BLOCKQUOTE> 60 61<H2>Description</H2> 62<P>When using High-Quality Reverb, you must assign appropriate values to the following parameters of the <code>AXFX_REVERBHI</CODE> or <CODE>AXFX_REVERBHI_DPL2</code> structure. The <code>AXFX_REVERBHI</code> structure is used normally, while the <code>AXFX_REVERBHI_DPL2</code> structure is used with Dolby Pro Logic II.</P> 63 64<table border="1" > 65 <tbody> 66 <tr> 67 <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>coloration</EM></STRONG></CODE></td> 68<td width="480">Tunes the coefficients of the all-pass filter. Specify a value as 0.0 <= <EM>value</EM> <= 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. As this value increases, however, the reverberation becomes more dense, but waveform interference may cause the high frequencies to stand out.</td> 69 </tr> 70 <tr> 71 <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>mix</EM></STRONG></CODE></td> 72<td width="480">Output gain for reverb. Specify a value as 0.0 <= <EM>value</EM> <= 1.0.</td> 73 </tr> 74 <tr> 75 <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>time</EM></STRONG></CODE></td> 76<td width="480">Time until reverb attenuates. Specify a value of 0.0 or greater (units of sec). Specifying 0.01 seconds for <CODE><STRONG><EM>time</EM></STRONG></CODE> can achieve simulation of an extremely small room. If <CODE><STRONG><EM>time</EM></STRONG></CODE> is set as 10.0 seconds, the simulation is that of a cathedral or stadium.</td> 77 </tr> 78 <tr> 79 <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>damping</EM></STRONG></CODE></td> 80<td width="480">Tunes the filter coefficient of the low-pass filter (LPF). Specify a value as 0.0 <= <EM>value</EM> <= 1.0. As this value approaches 0.0, the signal's low-frequency portion becomes its main content, and reverb begins to stand out. As this value approaches 1.0, however, the high-frequency portion of the signal is passed with less attenuation, and reverb becomes less noticeable.</td> 81 </tr> 82 <tr> 83 84 <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>preDelay</EM></STRONG></CODE></td> 85<td width="480">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 <CODE><STRONG><EM>preDelay</EM></STRONG></CODE>. This increases the distance between the sound source and the sound-reflecting walls.</td> 86 </tr> 87 <tr> 88 <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>crosstalk</EM></STRONG></CODE></td> 89<td width="480">Sets the amount of interaction between channels. Specify a value as 0.0 <= <EM>value</EM> <= 1.0. If <CODE><STRONG><EM>crosstalk</EM></STRONG></CODE> 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.</td> 90 </tr> 91 </tbody> 92</table> 93 94<H2>Revision History</H2> 95<P> 962007/08/08 Initial version.<br> 97</P> 98 99<hr><p>CONFIDENTIAL</p></body> 100</HTML> 101