Assembly: Bass.Net (in Bass.Net.dll) Version: 126.96.36.199
[SerializableAttribute] [StructLayoutAttribute(LayoutKind.Sequential, CharSet = CharSet.Unicode)] public sealed class BASS_BFX_REVERB
<SerializableAttribute> <StructLayoutAttribute(LayoutKind.Sequential, CharSet := CharSet.Unicode)> Public NotInheritable Class BASS_BFX_REVERB
[SerializableAttribute] [StructLayoutAttribute(LayoutKind::Sequential, CharSet = CharSet::Unicode)] public ref class BASS_BFX_REVERB sealed
[<SealedAttribute>] [<SerializableAttribute>] [<StructLayoutAttribute(LayoutKind.Sequential, CharSet = CharSet.Unicode)>] type BASS_BFX_REVERB = class end
Thetype exposes the following members.
Constructor already setting the members
Reverb level (0...1...n, linear). Default = 0.
Delay in ms (1200...10000). Default = 1200ms.
Reverb is the sound you hear in a room with hard surfaces (such as your bathroom) where sound bounces around the room for a while after the initial sound stops. This effect takes a lot of computing power to reproduce well.
Reverb is actually made up of a very large number of repeats, with varying levels and tones over time. Reverbs usually offer you a choice of different algorithm to simulate different environments such as different sized rooms and halls, studio effects such as plate, chamber and reverse * reverbs, and sometimes emulations of guitar spring reverbs.
The fLevel is the volume of a signal. The lDelay is the delay time in ms.