pySonic

ChannelReverb class

Controls the reverberation settings for a single Source object.

This class will probably be aliased as SourceReverb in the next version of pySonic. The ChannelReverb name will be phased out over a few versions.

Methods

ChannelReverb()

Create a ChannelReverb object. All instances share the same state, but are different objects. (Borg pattern, not Singleton.) This class should not be instantiated directly, but rather accessed using the Reverb property of a Source object.

Creation of this object will fail if the current output device does not support the Creative EAX extensions.

Properties

The FMOD documentation covers the meanings of all the reverberation properties. Instead of duplicating that text here, I refer you to the FSOUND_REVERB_CHANNELPROPERTIES struct documentation for FMOD.

float AirAbsorptionFactor (read/write)

int Direct (read/write)

int DirectHF (read/write)

float DopplerFactor (read/write)

int Exclusion (read/write)

float ExclusionLFRatio (read/write)

int Flags (read/write)

int Obstruction (read/write)

float ObstructionLFRatio (read/write)

int Occlusion (read/write)

float OcclusionDirectRatio (read/write)

float OcclusionLFRatio (read/write)

float OcclusionRoomRatio (read/write)

int OutsideVolumeHF (read/write)

float RolloffFactor (read/write)

int Room (read/write)

int RoomHF (read/write)

float RoomRolloffFactor (read/write)

GlobalReverb class

Controls the reverberation settings for all sources in the World.

Methods

GlobalReverb()

Create a GlobalReverb object. All instances share the same state, but are different objects. (Borg pattern, not Singleton.) This class should not be instantiated directly, but rather accessed using the Reverb property of the World object.

Creation of this object will fail if the current output device does not support the Creative EAX extensions.

SetPreset(string name)

Sets the global reverberation properties to preset values for the given environment name. Valid environment names are the following: sewerpipe, mountains, alley, carpettedhallway, hangar, concerthall, city, bathroom, livingroom, generic, cave, forest, hallway, quarry, underwater, parkinglot, stonecorridor, paddedcell, arena, off, room, stoneroom, plain, auditorium.

Properties

The FMOD documentation covers the meanings of all the reverberation properties. Instead of duplicating that text here, I refer you to the FSOUND_REVERB_PROPERTIES struct documentation for FMOD.

float AirAbsorptionHF (read/write)

float DecayHFRatio (read/write)

float DecayLFRatio (read/write)

float DecayTime (read/write)

float Density (read/write)

float Diffusion (read/write)

float EchoDepth (read/write)

float EchoTime (read/write)

float EnvDiffusion (read/write)

float EnvSize (read/write)

int Environment (read/write)

int Flags (read/write)

float HFReference (read/write)

float LFReference (read/write)

float ModulationDepth (read/write)

float ModulationTime (read/write)

int Reflections (read/write)

float ReflectionsDelay (read/write)

tuple(float, float, float) ReflectionsPan (read/write)

int Reverb (read/write)

float ReverbDelay (read/write)

tuple(float, float, float) ReverbPan (read/write)

int Room (read/write)

int RoomHF (read/write)

int RoomLF (read/write)

float RoomRolloffFactor (read/write)