Effects.ChorusApply method |
|
Remarks
Applies a chorus effect on the playing song. This effect can be reset through the Effects.ChorusReset method.
True vintage chorus works the same way as flanging. It mixes a varying delayed signal with the original to produce a large number of harmonically related notches in the frequency response. Chorus uses a longer delay than flanging, so there is a perception of "spaciousness", although the delay is too short to hear as a distinct slap-back echo. There is also little or no feedback, so the effect is more subtle.
See the How to apply special effects to a playing sound section for further details.
Syntax
[Visual Basic] Public Function ChorusApply ( nPlayerIndex as Int16, nAffectedChannel as enumChannelMasks, fDryMix as Single, fWetMix as Single, fFeedback as Single, fMinSweep as Single, fMaxSweep as Single, fRate as Single, nPriority as Int16 ) as enumErrorCodes |
[C#] public enumErrorCodes ChorusApply ( Int16 nPlayerIndex, enumChannelMasks nAffectedChannel, float fDryMix, float fWetMix, float fFeedback, float fMinSweep, float fMaxSweep, float fRate, Int16 nPriority ); |
[C++] public: enumErrorCodes ChorusApply ( Int16 nPlayerIndex, enumChannelMasks nAffectedChannel, float fDryMix, float fWetMix, float fFeedback, float fMinSweep, float fMaxSweep, float fRate, Int16 nPriority ); |
Parameter |
Description |
||||||||||||||||||||||||||||||||||||
|
|
||||||||||||||||||||||||||||||||||||
nPlayerIndex |
Number representing the zero-based index of the involved player |
||||||||||||||||||||||||||||||||||||
nAffectedChannel |
Numeric value that determines the combination of affected channels. Supported values are the following:
|
||||||||||||||||||||||||||||||||||||
fDryMix |
Numeric value representing the Dry (unaffected) signal mix. Supported values are in the range from -2 to +2. |
||||||||||||||||||||||||||||||||||||
fWetMix |
Numeric value representing the Wet (affected) signal mix. Supported values are in the range from -2 to +2. |
||||||||||||||||||||||||||||||||||||
fFeedback |
Numeric value representing the output signal to feed back into input. Supported values are in the range from -1 to +1. |
||||||||||||||||||||||||||||||||||||
fMinSweep |
Numeric value representing the minimum delay expressed in milliseconds. Supported values are in the range from 0 to 6000. |
||||||||||||||||||||||||||||||||||||
fMaxSweep |
Numeric value representing the maximum delay expressed in milliseconds. Supported values are in the range from 0 to 6000. |
||||||||||||||||||||||||||||||||||||
fRate |
Numeric value representing the rate of delay change in milliseconds per second. Supported values are in the range from 0 to 1000. |
||||||||||||||||||||||||||||||||||||
nPriority |
Effect's priority level inside the chain of DirectX effects, custom DSP effects and VST effects. Effects with higher priority are applied before effects with lower priority; in case more effects should have the same priority, they would be invoked in the same order that they were added. |
The fDryMix is the volume of input signal and the fWetMix is the volume of delayed signal. The fFeedback sets feedback of chorus. The fRate, fMinSweep and fMaxSweep parameters control how fast and far the frequency notches move. The fRate is the rate of delay change in milliseconds per second, fMaxSweep-fMinSweep is the range or width of sweep in milliseconds.
Below some sample:
Effect type |
fDryMix |
fWetMix |
fFeedback |
fMinSweep |
fMaxSweep |
fRate |
|
|
|
|
|
|
|
Flanger |
1.0 |
0.35 |
0.5 |
1.0 |
5.0 |
1.0 |
Exaggerated chorus leads to multiple pitch shifted voices |
0.7 |
0.25 |
0.5 |
1.0 |
200.0 |
50.0 |
Motorcycle |
0.9 |
0.45 |
0.5 |
1.0 |
100.0 |
25.0 |
Devil |
0.9 |
0.35 |
0.5 |
1.0 |
50.0 |
200.0 |
Who say that there are not many voices? |
0.9 |
0.35 |
0.5 |
1.0 |
400.0 |
200.0 |
Back chipmunk |
0.9 |
-0.2 |
0.5 |
1.0 |
400.0 |
400.0 |
Water |
0.9 |
-0.4 |
0.5 |
1.0 |
2.0 |
1.0 |
This is the airplane |
0.3 |
0.4 |
0.5 |
1.0 |
10.0 |
5.0 |
Return value
Value |
Meaning |
|
|
Negative value |
An error occurred (see the LastError property for further error details) |
enumErrorCodes.NOERROR (0) |
The method call was successful. |