genesis-3d_engine/Engine/script/runtimelibrary/SoundEchoFilterComponent.cs
zhongdaohuan 6e8fbca745 genesis-3d engine version 1.3.
match the genesis editor version 1.3.0.653.
2014-05-05 14:50:33 +08:00

129 lines
3.6 KiB
C#

/****************************************************************************
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>
/// 回声过滤器组件
/// 主要用于声音特效
/// 要使过滤器生效,必须有声音组件
/// </summary>
public partial class SoundEchoFilterComponent : Component
{
public static readonly System.Type thisType = typeof(SoundEchoFilterComponent);
private SoundEchoFilterComponent(DummyClass__ dummy)
{
}
/// <summary>
/// 回声过滤器组件的构造函数
/// </summary>
public SoundEchoFilterComponent()
{
ICall_SoundEchoFilterComponent_Bind(this);
}
/// <summary>
/// 获取与设置声音延迟间隔
/// </summary>
public float Delay
{
get
{
return ICall_SoundEchoFilterComponent_GetDelay(this);
}
set
{
ICall_SoundEchoFilterComponent_SetDelay(this, value);
}
}
/// <summary>
/// 获取与设置回声延迟间隔
/// </summary>
public float LRDelay
{
get
{
return ICall_SoundEchoFilterComponent_GetLRDelay(this);
}
set
{
ICall_SoundEchoFilterComponent_SetLRDelay(this, value);
}
}
/// <summary>
/// 获取与设置回声阻尼
/// </summary>
public float Damping
{
get
{
return ICall_SoundEchoFilterComponent_GetDamping(this);
}
set
{
ICall_SoundEchoFilterComponent_SetDamping(this, value);
}
}
/// <summary>
/// 获取与设置回声反馈强度
/// </summary>
public float FeedBack
{
get
{
return ICall_SoundEchoFilterComponent_GetFeedBack(this);
}
set
{
ICall_SoundEchoFilterComponent_SetFeedBack(this, value);
}
}
/// <summary>
/// 获取与设置回声传播强度
/// </summary>
public float Spread
{
get
{
return ICall_SoundEchoFilterComponent_GetSpread(this);
}
set
{
ICall_SoundEchoFilterComponent_SetSpread(this, value);
}
}
}
}