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_REVERBSTD/AXFX_REVERBSTD_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_REVERBSTD/AXFX_REVERBSTD_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_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 <= <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> 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 <= <EM>value</EM> <= 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 <= <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> 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 92<hr><p>CONFIDENTIAL</p></body> 93</HTML> 94