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;
}