EAXReverbResults

public class EAXReverbResults
{
    // Linear gain applied per meter of distance for high-frequency air absorption (0.892–1)
    public float AirAbsorptionGainHF;

    // Whether to limit high-frequency decay time to the air absorption limit (0 or 1)
    public int DecayHFLimit;

    // Ratio of high-frequency decay time to mid-frequency decay time (0.1–2)
    public float DecayHFRatio;

    // Ratio of low-frequency decay time to mid-frequency decay time (0.1–2)
    public float DecayLFRatio;

    // Reverberation decay time at mid frequencies, in seconds (0.1–20)
    public float DecayTime;

    // Modal density of the late reverberation (0–1)
    public float Density;

    // Echo diffusion of the late reverberation (0–1)
    public float Diffusion;

    // Amplitude of the echo effect (0–1)
    public float EchoDepth;

    // Cycling time of the echo effect, in seconds (0.075–0.25)
    public float EchoTime;

    // Per-slot gain applied to the OpenAL effect slots. This is only calculated for emitters with HasReverbPan set to true
    public Dictionary<Emitter, float> EffectSlotGain;

    public override bool Equals(object obj);

    // Overall linear gain of the reverb (0–1)
    public float Gain;

    // High-frequency gain of the reverb (0–1)
    public float GainHF;

    // Low-frequency gain of the reverb (0–1)
    public float GainLF;

    public override int GetHashCode();

    // Reference frequency for high-frequency decay ratio, in Hz (1000–20000)
    public float HFReference;

    // Delay of late reverberation relative to early reflections, in seconds (0–0.1)
    public float LateReverbDelay;

    // Linear gain of late reverberation (0–10)
    public float LateReverbGain;

    // Reference frequency for low-frequency decay ratio, in Hz (20–1000)
    public float LFReference;

    // Amplitude of the modulation effect (0–1)
    public float ModulationDepth;

    // Cycling time of the modulation effect, in seconds (0.04–4)
    public float ModulationTime;

    // The world-direction that both reflections and late reverb should be heard from. This is only calculated for emitters with HasReverbPan set to true
    public Dictionary<Emitter, Vector3F> Pan;

    // Delay before early reflections are heard, in seconds (0–0.3)
    public float ReflectionsDelay;

    // Linear gain of early reflections (0–3.16)
    public float ReflectionsGain;

    // Rolloff factor for reflected sound sources (0–10)
    public float RoomRolloffFactor;
}