using System; using System.Runtime.InteropServices; namespace MoonWorks.Audio { /// /// Use this in conjunction with SourceVoice.SetReverbEffectChain to add reverb to a voice. /// public unsafe class ReverbEffect : SubmixVoice { // Defaults based on FAUDIOFX_I3DL2_PRESET_GENERIC public static FAudio.FAudioFXReverbParameters DefaultParams = new FAudio.FAudioFXReverbParameters { WetDryMix = 100.0f, ReflectionsDelay = 7, ReverbDelay = 11, RearDelay = FAudio.FAUDIOFX_REVERB_DEFAULT_REAR_DELAY, PositionLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION, PositionRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION, PositionMatrixLeft = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX, PositionMatrixRight = FAudio.FAUDIOFX_REVERB_DEFAULT_POSITION_MATRIX, EarlyDiffusion = 15, LateDiffusion = 15, LowEQGain = 8, LowEQCutoff = 4, HighEQGain = 8, HighEQCutoff = 6, RoomFilterFreq = 5000f, RoomFilterMain = -10f, RoomFilterHF = -1f, ReflectionsGain = -26.0200005f, ReverbGain = 10.0f, DecayTime = 1.49000001f, Density = 100.0f, RoomSize = FAudio.FAUDIOFX_REVERB_DEFAULT_ROOM_SIZE }; public ReverbEffect(AudioDevice audioDevice, uint processingStage) : base(audioDevice, 1, audioDevice.DeviceDetails.OutputFormat.Format.nSamplesPerSec, processingStage) { /* Init reverb */ IntPtr reverb; FAudio.FAudioCreateReverb(out reverb, 0); var chain = new FAudio.FAudioEffectChain(); var descriptor = new FAudio.FAudioEffectDescriptor { InitialState = 1, OutputChannels = 1, pEffect = reverb }; chain.EffectCount = 1; chain.pEffectDescriptors = (nint) (&descriptor); FAudio.FAudioVoice_SetEffectChain( Handle, ref chain ); FAudio.FAPOBase_Release(reverb); SetParams(DefaultParams); } public void SetParams(in FAudio.FAudioFXReverbParameters reverbParams) { fixed (FAudio.FAudioFXReverbParameters* reverbParamsPtr = &reverbParams) { FAudio.FAudioVoice_SetEffectParameters( Handle, 0, (nint) reverbParamsPtr, (uint) Marshal.SizeOf(), 0 ); } } } }