Copyright © 2001-2019 MultiMedia Soft

SetEAXEffect method

Previous pageReturn to chapter overviewNext page

Remarks

 

Applies/removes a specific EAX effect to the given output device.

 

EAX effects can be applied only if the IsEAXAvailable method returns TRUE and has effect only on sounds loaded through the LoadSoundForEAX method.

The current EAX effect, if any, and its reverb parameters can be retrieved through a call to the GetEAXEffect method.

 

 

Important note about EAX effects availability

 

EAX effects are only supported up to Windows XP and have been deprecated starting from Windows Vista and higher versions due to the lack of hardware mixing.

Although some sound card driver will tell you that it supports EAX, this doesn't guarantees that its EAX implementation quality will be the same available for Creative sound cards.

 

See the How to apply special effects to a playing sound section for further details.

 

 

Syntax

 

[Visual Basic]

control.SetEAXEffect (

nIndex as Integer,

nEffect as enumEaxEffects,

fReverbVolume as Single,

fReverbDecayTime as Single,

fReverbDecayHFRatio as Single

) as enumErrorCodes


 

[C++]

short control.SetEAXEffect (

short nIndex,

long nEffect,

float fReverbVolume,

float fReverbDecayTime,

float fReverbDecayHFRatio

);


 

 

Parameter

Description

 

 

nIndex

Number representing the zero-based index of the output device that will be affected by EAX settings

nEffect

Numeric value that determines the effect to apply.

Supported values are the following:

Mnemonic value

Value

Meaning

EAX_NONE

-1

Removes any previous EAX effect

EAX_GENERIC

0

Generic

EAX_PADDEDCELL

1

Padded cell

EAX_ROOM

2

Room

EAX_BATHROOM

3

Bathroom

EAX_LIVINGROOM

4

Living room

EAX_STONEROOM

5

Stone room

EAX_AUDITORIUM

6

Auditorium

EAX_CONCERTHALL

7

Concert hall

EAX_CAVE

8

Cave

EAX_ARENA

9

Arena

EAX_HANGAR

10

Hangar

EAX_CARPETEDHALLWAY

11

Carpeted hallway

EAX_HALLWAY

12

Hallway

EAX_STONECORRIDOR

13

Stone corridor

EAX_ALLEY

14

Alley

EAX_FOREST

15

Forest

EAX_CITY

16

City

EAX_MOUNTAINS

17

Mountains

EAX_QUARRY

18

Quarry

EAX_PLAIN

19

Plain

EAX_PARKINGLOT

20

Parking lot

EAX_SEWERPIPE

21

Sewer pipe

EAX_UNDERWATER

22

Underwater

EAX_DRUGGED

23

Drugged

EAX_DIZZY

24

Dizzy

EAX_DIZZY

25

Psychotic

fReverbVolume

Floating point value representing the reverb volume for the given effect.

 

The value is expressed in percentage and can assume values from 0 to 100.

fReverbDecayTime

Floating point value representing the time, expressed in seconds, for reverb to fade to -60 dB.

 

Supported values can range from 0.1 to 20

fReverbDecayHFRatio

Floating point value representing the reverb's decay HF Ratio.

 

The value is expressed in percentage and can assume values from -100 to 100 with the following meaning:

-100 = high frequencies decay quickest

 0 = low and high frequencies decay equally

100 = low frequencies decays quickest

 

 

 

Return value

 

Value

Meaning

 

 

Negative value

An error occurred (see the LastError property for further error details)

enumErrorCodes.ERR_NOERROR (0)

The method call was successful.