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presets semi-working
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parent
39f4384931
commit
deb8263baf
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@ -18,113 +18,142 @@ namespace OpenTK.OpenAL
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{
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{
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public struct EaxReverb
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public struct EaxReverb
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{
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{
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public uint ulEnvironment;
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public uint _Environment;
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public float flEnvironmentSize;
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public float _EnvironmentSize;
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public float flEnvironmentDiffusion;
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public float _EnvironmentDiffusion;
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public int lRoom;
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public int _Room;
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public int lRoomHF;
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public int _RoomHF;
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public int lRoomLF;
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public int _RoomLF;
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public float flDecayTime;
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public float DecayTime;
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public float flDecayHFRatio;
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public float DecayHFRatio;
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public float flDecayLFRatio;
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public float DecayLFRatio;
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public int lReflections;
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public int _Reflections;
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public float flReflectionsDelay;
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public float ReflectionsDelay;
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public Vector3 vReflectionsPan;
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public Vector3 ReflectionsPan;
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public int lReverb;
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public int _Reverb;
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public float flReverbDelay;
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public float ReverbDelay;
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public Vector3 vReverbPan;
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public Vector3 ReverbPan;
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public float flEchoTime;
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public float EchoTime;
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public float flEchoDepth;
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public float EchoDepth;
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public float flModulationTime;
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public float ModulationTime;
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public float flModulationDepth;
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public float ModulationDepth;
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public float flAirAbsorptionHF;
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public float AirAbsorptionHF;
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public float flHFReference;
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public float HFReference;
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public float flLFReference;
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public float LFReference;
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public float flRoomRolloffFactor;
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public float RoomRolloffFactor;
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public uint ulFlags;
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public uint _Flags;
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public EaxReverb( uint Environment,
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public EaxReverb( uint environment,
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float EnvironmentSize,
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float environmentSize,
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float EnvironmentDiffusion,
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float environmentDiffusion,
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int Room,
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int room,
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int RoomHF,
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int roomHF,
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int RoomLF,
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int roomLF,
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float DecayTime,
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float decayTime,
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float DecayHFRatio,
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float decayHFRatio,
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float DecayLFRatio,
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float decayLFRatio,
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int Reflections,
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int reflections,
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float ReflectionsDelay,
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float reflectionsDelay,
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float ReflectionsPanX,
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float reflectionsPanX,
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float ReflectionsPanY,
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float reflectionsPanY,
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float ReflectionsPanZ,
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float reflectionsPanZ,
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int Reverb,
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int reverb,
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float ReverbDelay,
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float reverbDelay,
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float ReverbPanX,
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float reverbPanX,
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float ReverbPanY,
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float reverbPanY,
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float ReverbPanZ,
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float reverbPanZ,
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float EchoTime,
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float echoTime,
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float EchoDepth,
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float echoDepth,
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float ModulationTime,
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float modulationTime,
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float ModulationDepth,
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float modulationDepth,
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float AirAbsorptionHF,
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float airAbsorptionHF,
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float HFReference,
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float hfReference,
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float LFReference,
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float lfReference,
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float RoomRolloffFactor,
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float roomRolloffFactor,
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uint Flags )
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uint flags )
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{
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{
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ulEnvironment = Environment;
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_Environment = environment;
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flEnvironmentSize = EnvironmentSize;
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_EnvironmentSize = environmentSize;
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flEnvironmentDiffusion = EnvironmentDiffusion;
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_EnvironmentDiffusion = environmentDiffusion;
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lRoom = Room;
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_Room = room;
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lRoomHF = RoomHF;
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_RoomHF = roomHF;
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lRoomLF = RoomLF;
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_RoomLF = roomLF;
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flDecayTime = DecayTime;
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DecayTime = decayTime;
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flDecayHFRatio = DecayHFRatio;
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DecayHFRatio = decayHFRatio;
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flDecayLFRatio = DecayLFRatio;
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DecayLFRatio = decayLFRatio;
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lReflections = Reflections;
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_Reflections = reflections;
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flReflectionsDelay = ReflectionsDelay;
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ReflectionsDelay = reflectionsDelay;
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vReflectionsPan = new Vector3(ReflectionsPanX,ReflectionsPanY,ReflectionsPanZ);
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ReflectionsPan = new Vector3(reflectionsPanX,reflectionsPanY,reflectionsPanZ);
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lReverb = Reverb;
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_Reverb = reverb;
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flReverbDelay = ReverbDelay;
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ReverbDelay = reverbDelay;
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vReverbPan = new Vector3(ReverbPanX,ReverbPanY,ReverbPanZ);
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ReverbPan = new Vector3(reverbPanX,reverbPanY,reverbPanZ);
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flEchoTime = EchoTime;
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EchoTime = echoTime;
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flEchoDepth = EchoDepth;
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EchoDepth = echoDepth;
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flModulationTime = ModulationTime;
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ModulationTime = modulationTime;
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flModulationDepth = ModulationDepth;
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ModulationDepth = modulationDepth;
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flAirAbsorptionHF = AirAbsorptionHF;
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AirAbsorptionHF = airAbsorptionHF;
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flHFReference = HFReference;
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HFReference = hfReference;
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flLFReference = LFReference;
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LFReference = lfReference;
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flRoomRolloffFactor = RoomRolloffFactor;
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RoomRolloffFactor = roomRolloffFactor;
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ulFlags = Flags;
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_Flags = flags;
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}
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}
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}
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}
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public static void GetEaxFromEfxEax( ref EaxReverb a,out EfxEaxReverb b )
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{
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b.AirAbsorptionGainHF = 0.995f; // a.AirAbsorptionHF; // * gain?
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b.Density = 1f; // todo
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b.Diffusion = 1f; // todo
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b.EchoDepth = a.EchoDepth;
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b.EchoTime = a.EchoTime;
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b.Gain = 1f; // todo
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b.GainHF = 1f; // todo
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b.GainLF = 1f; // todo
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b.HFReference = a.HFReference;
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b.LateReverbDelay = a.ReverbDelay;
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b.LateReverbGain = 1f; // todo
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b.LateReverbPan = a.ReverbPan;
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b.LFReference = a.LFReference;
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b.ModulationDepth = a.ModulationDepth;
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b.ModulationTime = a.ModulationTime;
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b.ReflectionsDelay = a.ReflectionsDelay;
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b.ReflectionsGain = 1f; // todo
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b.ReflectionsPan = a.ReflectionsPan;
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b.RoomRolloffFactor = a.RoomRolloffFactor;
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b.DecayTime = a.DecayTime;
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b.DecayHFLimit = 0; // todo
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b.DecayHFRatio = a.DecayHFRatio;
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b.DecayLFRatio = a.DecayLFRatio;
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}
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public struct EfxEaxReverb
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public struct EfxEaxReverb
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{
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{
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public float flDensity;
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public float Density;
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public float flDiffusion;
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public float Diffusion;
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public float flGain;
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public float Gain;
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public float flGainHF;
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public float GainHF;
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public float flGainLF;
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public float GainLF;
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public float flDecayTime;
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public float DecayTime;
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public float flDecayHFRatio;
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public float DecayHFRatio;
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public float flDecayLFRatio;
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public float DecayLFRatio;
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public float flReflectionsGain;
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public float ReflectionsGain;
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public float flReflectionsDelay;
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public float ReflectionsDelay;
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public Vector3 flReflectionsPan;
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public Vector3 ReflectionsPan;
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public float flLateReverbGain;
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public float LateReverbGain;
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public float flLateReverbDelay;
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public float LateReverbDelay;
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public Vector3 flLateReverbPan;
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public Vector3 LateReverbPan;
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public float flEchoTime;
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public float EchoTime;
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public float flEchoDepth;
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public float EchoDepth;
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public float flModulationTime;
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public float ModulationTime;
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public float flModulationDepth;
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public float ModulationDepth;
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public float flAirAbsorptionGainHF;
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public float AirAbsorptionGainHF;
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public float flHFReference;
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public float HFReference;
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public float flLFReference;
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public float LFReference;
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public float flRoomRolloffFactor;
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public float RoomRolloffFactor;
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public int iDecayHFLimit;
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public int DecayHFLimit;
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}
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}
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/*
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/*
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