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.
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.
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.
Controls the reverberation settings for all sources in the World.
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.
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.
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.