genesis-3d_engine/Engine/script/runtimelibrary/SoundReverbFilterComponent.cs

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/****************************************************************************
Copyright (c) 2011-2013,WebJet Business Division,CYOU
http://www.genesis-3d.com.cn
Permission is hereby granted, free of charge, to any person obtaining a copy
of this software and associated documentation files (the "Software"), to deal
in the Software without restriction, including without limitation the rights
to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
copies of the Software, and to permit persons to whom the Software is
furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in
all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
THE SOFTWARE.
****************************************************************************/
using System;
using System.Runtime.CompilerServices;
using ScriptRuntime;
namespace ScriptRuntime
{
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// <20><>Ҫ<EFBFBD><D2AA><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч
/// Ҫʹ<D2AA><CAB9><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ч,<2C><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
public partial class SoundReverbFilterComponent : Component
{
public static readonly System.Type thisType = typeof(SoundReverbFilterComponent);
private SoundReverbFilterComponent(DummyClass__ dummy)
{
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><ECBAAF>
/// </summary>
public SoundReverbFilterComponent()
{
ICall_SoundReverbFilterComponent_Bind(this);
}
/// <summary>
/// <20><><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
}
@endcode
*/
public void Attach()
{
ICall_SoundReverbFilterComponent_Attach(this);
}
/// <summary>
/// <20><>ͣ<EFBFBD><CDA3><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Detach();
}
@endcode
*/
public void Detach()
{
ICall_SoundReverbFilterComponent_Detach(this);
}
public enum SoundReverbMode
{
OFF,
GENERIC,
PADDEDCELL,
ROOM,
BATHROOM,
STONEROOM,
AUDITORIUM,
CONCERTHALL,
CAVE,
ARENA,
HANGAR,
HALLWAY,
STONECORRIDOR,
ALLEY,
FOREST,
CITY,
MOUNTAINS,
QUARRY,
PLAIN,
PARKINGLOT,
SEWERPIPE,
UNDERWATER,
USER,
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
if (SoundReverbFilterComponent.SoundReverbMode.OFF != actor.GetComponent<SoundReverbFilterComponent>().ReverbMode)
{
actor.GetComponent<SoundReverbFilterComponent>().ReverbMode = SoundReverbFilterComponent.SoundReverbMode.OFF;
}
}
@endcode
*/
public SoundReverbMode ReverbMode
{
get
{
return (SoundReverbMode)ICall_SoundReverbFilterComponent_GetReverbPreset(this);
}
set
{
ICall_SoundReverbFilterComponent_SetReverbPreset(this, (int)value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD><EFBFBD>ܶ<EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().Density = 0.0f;
}
@endcode
*/
public float Density
{
get
{
return ICall_SoundReverbFilterComponent_GetDensity(this);
}
set
{
ICall_SoundReverbFilterComponent_SetDensity(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD><EFBFBD><EFBFBD>ɢ
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().Diffusion = 0.0f;
}
@endcode
*/
public float Diffusion
{
get
{
return ICall_SoundReverbFilterComponent_GetDiffusion(this);
}
set
{
ICall_SoundReverbFilterComponent_SetDiffusion(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().Gain = 0.0f;
}
@endcode
*/
public float Gain
{
get
{
return ICall_SoundReverbFilterComponent_GetGain(this);
}
set
{
ICall_SoundReverbFilterComponent_SetGain(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD>Ƶ<EFBFBD><C6B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().GainHF = 0.0f;
}
@endcode
*/
public float GainHF
{
get
{
return ICall_SoundReverbFilterComponent_GetGainHF(this);
}
set
{
ICall_SoundReverbFilterComponent_SetGainHF(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD>˥<EFBFBD><CBA5>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().DecayTime = 0.0f;
}
@endcode
*/
public float DecayTime
{
get
{
return ICall_SoundReverbFilterComponent_GetDecayTime(this);
}
set
{
ICall_SoundReverbFilterComponent_SetDecayTime(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD>Ƶ˥<C6B5><CBA5>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().DecayHFRatio = 0.0f;
}
@endcode
*/
public float DecayHFRatio
{
get
{
return ICall_SoundReverbFilterComponent_GetDecayHFRatio(this);
}
set
{
ICall_SoundReverbFilterComponent_SetDecayHFRatio(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>Ƶ˥<C6B5><CBA5>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().DecayLFRatio = 0.0f;
}
@endcode
*/
public float DecayLFRatio
{
get
{
return ICall_SoundReverbFilterComponent_GetDecayLFRatio(this);
}
set
{
ICall_SoundReverbFilterComponent_SetDecayLFRatio(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().ReflectionsGain = 0.0f;
}
@endcode
*/
public float ReflectionsGain
{
get
{
return ICall_SoundReverbFilterComponent_GetReflectionsGain(this);
}
set
{
ICall_SoundReverbFilterComponent_SetReflectionsGain(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD>˥<EFBFBD><CBA5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().ReflectionsDelay = 0.0f;
}
@endcode
*/
public float ReflectionsDelay
{
get
{
return ICall_SoundReverbFilterComponent_GetReflectionsDelay(this);
}
set
{
ICall_SoundReverbFilterComponent_SetReflectionsDelay(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().ReverbGain = 0.0f;
}
@endcode
*/
public float ReverbGain
{
get
{
return ICall_SoundReverbFilterComponent_GetReverbGain(this);
}
set
{
ICall_SoundReverbFilterComponent_SetReverbGain(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD>˥<EFBFBD><CBA5>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().ReverbDelay = 0.0f;
}
@endcode
*/
public float ReverbDelay
{
get
{
return ICall_SoundReverbFilterComponent_GetReverbDelay(this);
}
set
{
ICall_SoundReverbFilterComponent_SetReverbDelay(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ļ<EFBFBD><C4BB><EFBFBD>ʱ<EFBFBD><CAB1>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().EchoTime = 0.0f;
}
@endcode
*/
public float EchoTime
{
get
{
return ICall_SoundReverbFilterComponent_GetEchoTime(this);
}
set
{
ICall_SoundReverbFilterComponent_SetEchoTime(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD><C4B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().EchoDepth = 0.0f;
}
@endcode
*/
public float EchoDepth
{
get
{
return ICall_SoundReverbFilterComponent_GetEchoDepth(this);
}
set
{
ICall_SoundReverbFilterComponent_SetEchoDepth(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD><C4B5><EFBFBD>ʱ<EFBFBD><CAB1>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().ModulationTime = 0.0f;
}
@endcode
*/
public float ModulationTime
{
get
{
return ICall_SoundReverbFilterComponent_GetModulationTime(this);
}
set
{
ICall_SoundReverbFilterComponent_SetModulationTime(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD><C4B5><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().ModulationDepth = 0.0f;
}
@endcode
*/
public float ModulationDepth
{
get
{
return ICall_SoundReverbFilterComponent_GetModulationDepth(this);
}
set
{
ICall_SoundReverbFilterComponent_SetModulationDepth(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ý<EFBFBD><C3BD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().AirGainHF = 0.0f;
}
@endcode
*/
public float AirGainHF
{
get
{
return ICall_SoundReverbFilterComponent_GetAirGainHF(this);
}
set
{
ICall_SoundReverbFilterComponent_SetAirGainHF(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD>Ƶ<EFBFBD><C6B5>׼Ƶ<D7BC><C6B5>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().HFReference = 0.0f;
}
@endcode
*/
public float HFReference
{
get
{
return ICall_SoundReverbFilterComponent_GetHFReference(this);
}
set
{
ICall_SoundReverbFilterComponent_SetHFReference(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĵ<EFBFBD>Ƶ<EFBFBD><C6B5>׼Ƶ<D7BC><C6B5>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().LFReference = 0.0f;
}
@endcode
*/
public float LFReference
{
get
{
return ICall_SoundReverbFilterComponent_GetLFReference(this);
}
set
{
ICall_SoundReverbFilterComponent_SetLFReference(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ŀռ<C4BF>˥<EFBFBD><CBA5>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
actor.GetComponent<SoundReverbFilterComponent>().RoomRolloff = 0.0f;
}
@endcode
*/
public float RoomRolloff
{
get
{
return ICall_SoundReverbFilterComponent_GetRoomRolloff(this);
}
set
{
ICall_SoundReverbFilterComponent_SetRoomRolloff(this, value);
}
}
/// <summary>
/// <20><>ȡ<EFBFBD><C8A1><EFBFBD><EFBFBD><EFBFBD>û<EFBFBD><C3BB><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>ĸ<EFBFBD>Ƶ˥<C6B5><CBA5><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
/// </summary>
/**@brief<b>ʾ<EFBFBD><EFBFBD></b>
*@code{.cpp}
Actor actor = ActorManager.FindActiveActor("sound");
if (null != actor)
{
actor.GetComponent<SoundSource>().Play();
actor.AddComponent<SoundReverbFilterComponent>();
actor.GetComponent<SoundReverbFilterComponent>().Attach();
if (!actor.GetComponent<SoundReverbFilterComponent>().DecayHFLimit)
{
actor.GetComponent<SoundReverbFilterComponent>().DecayHFLimit = true;
}
}
@endcode
*/
public bool DecayHFLimit
{
get
{
return ICall_SoundReverbFilterComponent_GetDecayHFLimit(this);
}
set
{
ICall_SoundReverbFilterComponent_SetDecayHFLimit(this, value);
}
}
}
}