// EAX.H -- DirectSound Environmental Audio Extensions #ifndef EAX_H #define EAX_H #pragma once // EAX (listener) reverb property set {4a4e6fc1-c341-11d1-b73a-444553540000} DEFINE_GUID(DSPROPSETID_EAX_ReverbProperties, 0x4a4e6fc1, 0xc341, 0x11d1, 0xb7, 0x3a, 0x44, 0x45, 0x53, 0x54, 0x00, 0x00); typedef enum { DSPROPERTY_EAX_ALL, // all reverb properties DSPROPERTY_EAX_ENVIRONMENT, // standard environment no. DSPROPERTY_EAX_VOLUME, // loudness of the reverb DSPROPERTY_EAX_DECAYTIME, // how long the reverb lasts DSPROPERTY_EAX_DAMPING // the high frequencies decay faster } DSPROPERTY_EAX_REVERBPROPERTY; #define EAX_NUM_STANDARD_PROPERTIES (DSPROPERTY_EAX_DAMPING + 1) // use this structure for get/set all properties... typedef struct { unsigned long environment; // 0 to EAX_ENVIRONMENT_COUNT-1 float fVolume; // 0 to 1 float fDecayTime_sec; // seconds, 0.1 to 100 float fDamping; // 0 to 1 } EAX_REVERBPROPERTIES; enum { EAX_ENVIRONMENT_GENERIC, // factory default EAX_ENVIRONMENT_PADDEDCELL, EAX_ENVIRONMENT_ROOM, // standard environments EAX_ENVIRONMENT_BATHROOM, EAX_ENVIRONMENT_LIVINGROOM, EAX_ENVIRONMENT_STONEROOM, EAX_ENVIRONMENT_AUDITORIUM, EAX_ENVIRONMENT_CONCERTHALL, EAX_ENVIRONMENT_CAVE, EAX_ENVIRONMENT_ARENA, EAX_ENVIRONMENT_HANGAR, EAX_ENVIRONMENT_CARPETEDHALLWAY, EAX_ENVIRONMENT_HALLWAY, EAX_ENVIRONMENT_STONECORRIDOR, EAX_ENVIRONMENT_ALLEY, EAX_ENVIRONMENT_FOREST, EAX_ENVIRONMENT_CITY, EAX_ENVIRONMENT_MOUNTAINS, EAX_ENVIRONMENT_QUARRY, EAX_ENVIRONMENT_PLAIN, EAX_ENVIRONMENT_PARKINGLOT, EAX_ENVIRONMENT_SEWERPIPE, EAX_ENVIRONMENT_UNDERWATER, EAX_ENVIRONMENT_DRUGGED, EAX_ENVIRONMENT_DIZZY, EAX_ENVIRONMENT_PSYCHOTIC, EAX_ENVIRONMENT_COUNT // total number of environments }; #define EAX_MAX_ENVIRONMENT (EAX_ENVIRONMENT_COUNT - 1) // presets #define EAX_PRESET_GENERIC EAX_ENVIRONMENT_GENERIC,0.5F,1.493F,0.5F #define EAX_PRESET_PADDEDCELL EAX_ENVIRONMENT_PADDEDCELL,0.25F,0.1F,0.0F #define EAX_PRESET_ROOM EAX_ENVIRONMENT_ROOM,0.417F,0.4F,0.666F #define EAX_PRESET_BATHROOM EAX_ENVIRONMENT_BATHROOM,0.653F,1.499F,0.166F #define EAX_PRESET_LIVINGROOM EAX_ENVIRONMENT_LIVINGROOM,0.208F,0.478F,0.0F #define EAX_PRESET_STONEROOM EAX_ENVIRONMENT_STONEROOM,0.5F,2.309F,0.888F #define EAX_PRESET_AUDITORIUM EAX_ENVIRONMENT_AUDITORIUM,0.403F,4.279F,0.5F #define EAX_PRESET_CONCERTHALL EAX_ENVIRONMENT_CONCERTHALL,0.5F,3.961F,0.5F #define EAX_PRESET_CAVE EAX_ENVIRONMENT_CAVE,0.5F,2.886F,1.304F #define EAX_PRESET_ARENA EAX_ENVIRONMENT_ARENA,0.361F,7.284F,0.332F #define EAX_PRESET_HANGAR EAX_ENVIRONMENT_HANGAR,0.5F,10.0F,0.3F #define EAX_PRESET_CARPETEDHALLWAY EAX_ENVIRONMENT_CARPETEDHALLWAY,0.153F,0.259F,2.0F #define EAX_PRESET_HALLWAY EAX_ENVIRONMENT_HALLWAY,0.361F,1.493F,0.0F #define EAX_PRESET_STONECORRIDOR EAX_ENVIRONMENT_STONECORRIDOR,0.444F,2.697F,0.638F #define EAX_PRESET_ALLEY EAX_ENVIRONMENT_ALLEY,0.25F,1.752F,0.776F #define EAX_PRESET_FOREST EAX_ENVIRONMENT_FOREST,0.111F,3.145F,0.472F #define EAX_PRESET_CITY EAX_ENVIRONMENT_CITY,0.111F,2.767F,0.224F #define EAX_PRESET_MOUNTAINS EAX_ENVIRONMENT_MOUNTAINS,0.194F,7.841F,0.472F #define EAX_PRESET_QUARRY EAX_ENVIRONMENT_QUARRY,1.0F,1.499F,0.5F #define EAX_PRESET_PLAIN EAX_ENVIRONMENT_PLAIN,0.097F,2.767F,0.224F #define EAX_PRESET_PARKINGLOT EAX_ENVIRONMENT_PARKINGLOT,0.208F,1.652F,1.5F #define EAX_PRESET_SEWERPIPE EAX_ENVIRONMENT_SEWERPIPE,0.652F,2.886F,0.25F #define EAX_PRESET_UNDERWATER EAX_ENVIRONMENT_UNDERWATER,1.0F,1.499F,0.0F #define EAX_PRESET_DRUGGED EAX_ENVIRONMENT_DRUGGED,0.875F,8.392F,1.388F #define EAX_PRESET_DIZZY EAX_ENVIRONMENT_DIZZY,0.139F,17.234F,0.666F #define EAX_PRESET_PSYCHOTIC EAX_ENVIRONMENT_PSYCHOTIC,0.486F,7.563F,0.806F // EAX buffer reverb property set {4a4e6fc0-c341-11d1-b73a-444553540000} DEFINE_GUID(DSPROPSETID_EAXBUFFER_ReverbProperties, 0x4a4e6fc0, 0xc341, 0x11d1, 0xb7, 0x3a, 0x44, 0x45, 0x53, 0x54, 0x00, 0x00); typedef enum { DSPROPERTY_EAXBUFFER_ALL, // all reverb buffer properties DSPROPERTY_EAXBUFFER_REVERBMIX // the wet source amount } DSPROPERTY_EAXBUFFER_REVERBPROPERTY; // use this structure for get/set all properties... typedef struct { float fMix; // linear factor, 0.0F to 1.0F } EAXBUFFER_REVERBPROPERTIES; #define EAX_REVERBMIX_USEDISTANCE -1.0F // out of normal range // signifies the reverb engine should // calculate it's own reverb mix value // based on distance #endif // EAX_H