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13<H1 align="left">AXFX_REVERBSTD/AXFX_REVERBSTD_DPL2</H1>
14
15<H2>C Specification</H2>
16<BLOCKQUOTE>
17<PRE><CODE>
18#include &lt;revolution.h&gt;
19#include &lt;revolution/axfx.h&gt;
20
21/*----------------------------------------------*
22  For mono, stereo, surround
23 *----------------------------------------------*/
24
25typedef struct AXFX_REVERBSTD
26{
27    // do not touch these!
28    AXFX_REVERBSTD_EXP  reverbInner;
29
30    // user parameters
31    f32        coloration;
32    f32        mix;
33    f32        time;
34    f32        damping;
35    f32        preDelay;
36
37} AXFX_REVERBSTD;
38
39/*----------------------------------------------*
40  For Dolby Pro Logic II
41 *----------------------------------------------*/
42
43typedef struct AXFX_REVERBSTD_DPL2
44{
45    // do not touch these!
46    AXFX_REVERBSTD_EXP_DPL2  reverbInner;
47
48    // user parameters
49    f32        coloration;
50    f32        mix;
51    f32        time;
52    f32        damping;
53    f32        preDelay;
54
55} AXFX_REVERBSTD_DPL2;
56</CODE></PRE>
57</BLOCKQUOTE>
58
59<H2>Description</H2>
60<P>When using Standard Reverb, you must assign appropriate values to the following parameters of the <code>AXFX_REVERBSTD</CODE> or <CODE>AXFX_REVERBSTD_DPL2</code> structure. Normally, the <code>AXFX_REVERBSTD</code> structure is used; the <code>AXFX_REVERBSTD_DPL2</code> structure is used with Dolby Pro Logic II.</P>
61
62<table border="1" >
63  <tbody>
64	<tr>
65	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>coloration</EM></STRONG></CODE></td>
66<td width="480">Tunes the coefficients of the all-pass filter. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 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>
67	</tr>
68	<tr>
69	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>mix</EM></STRONG></CODE></td>
70<td width="480">Output gain for reverb. Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 1.0.</td>
71	</tr>
72	<tr>
73	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>time</EM></STRONG></CODE></td>
74<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>
75	</tr>
76	<tr>
77	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>damping</EM></STRONG></CODE></td>
78<td width="480">Tunes the filter coefficient of the low-pass filter (LPF). Specify a value as 0.0 &lt;= <EM>value</EM> &lt;= 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>
79	</tr>
80	<tr>
81	  <td width="120" align="center" bgcolor="#ffffe8"><CODE><STRONG><EM>preDelay</EM></STRONG></CODE></td>
82<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>
83	</tr>
84  </tbody>
85</table>
86
87<H2>Revision History</H2>
88<P>
892007/08/08 Initial version.<br>
90</P>
91
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