ホーム › Media.Audio.DirectSound › DSFXI3DL2Reverb
DSFXI3DL2Reverb
構造体サイズ=各フィールドのバイト数(x64/x86 で異なる場合は x64/x86 と併記)。x64/x86 列=フィールドのバイトオフセット(HSPで dupptr / lpoke / wpoke 等に使用)。
フィールド
| フィールド | 型 | サイズ | x64 | x86 | 説明 |
|---|---|---|---|---|---|
| lRoom | INT | 4 | +0 | +0 | 室内反射音全体の減衰量(-10000〜0、100分の1dB)。 |
| lRoomHF | INT | 4 | +4 | +4 | 高周波数帯の室内反射音減衰量(-10000〜0、100分の1dB)。 |
| flRoomRolloffFactor | FLOAT | 4 | +8 | +8 | 距離に応じた室内効果の減衰係数(0〜10)。 |
| flDecayTime | FLOAT | 4 | +12 | +12 | 残響減衰時間(0.1〜20秒)。 |
| flDecayHFRatio | FLOAT | 4 | +16 | +16 | 高周波数帯の減衰時間比率(0.1〜2.0)。 |
| lReflections | INT | 4 | +20 | +20 | 初期反射音のレベル(-10000〜1000、100分の1dB)。 |
| flReflectionsDelay | FLOAT | 4 | +24 | +24 | 初期反射音の遅延時間(0〜0.3秒)。 |
| lReverb | INT | 4 | +28 | +28 | 後期残響音のレベル(-10000〜2000、100分の1dB)。 |
| flReverbDelay | FLOAT | 4 | +32 | +32 | 後期残響音の遅延時間(0〜0.1秒)。 |
| flDiffusion | FLOAT | 4 | +36 | +36 | 残響の拡散度(0〜100パーセント)。 |
| flDensity | FLOAT | 4 | +40 | +40 | 残響の密度(0〜100パーセント)。 |
| flHFReference | FLOAT | 4 | +44 | +44 | 高周波数特性の基準周波数(20〜20000Hz)。 |
各言語での定義
#include <windows.h>
// DSFXI3DL2Reverb (x64 48 / x86 48 バイト)
typedef struct DSFXI3DL2Reverb {
INT lRoom;
INT lRoomHF;
FLOAT flRoomRolloffFactor;
FLOAT flDecayTime;
FLOAT flDecayHFRatio;
INT lReflections;
FLOAT flReflectionsDelay;
INT lReverb;
FLOAT flReverbDelay;
FLOAT flDiffusion;
FLOAT flDensity;
FLOAT flHFReference;
} DSFXI3DL2Reverb;using System;
using System.Runtime.InteropServices;
[StructLayout(LayoutKind.Sequential, CharSet = CharSet.Unicode)]
public struct DSFXI3DL2Reverb
{
public int lRoom;
public int lRoomHF;
public float flRoomRolloffFactor;
public float flDecayTime;
public float flDecayHFRatio;
public int lReflections;
public float flReflectionsDelay;
public int lReverb;
public float flReverbDelay;
public float flDiffusion;
public float flDensity;
public float flHFReference;
}Imports System.Runtime.InteropServices
<StructLayout(LayoutKind.Sequential, CharSet:=CharSet.Unicode)>
Public Structure DSFXI3DL2Reverb
Public lRoom As Integer
Public lRoomHF As Integer
Public flRoomRolloffFactor As Single
Public flDecayTime As Single
Public flDecayHFRatio As Single
Public lReflections As Integer
Public flReflectionsDelay As Single
Public lReverb As Integer
Public flReverbDelay As Single
Public flDiffusion As Single
Public flDensity As Single
Public flHFReference As Single
End Structureimport ctypes
from ctypes import wintypes
class DSFXI3DL2Reverb(ctypes.Structure):
_fields_ = [
("lRoom", ctypes.c_int),
("lRoomHF", ctypes.c_int),
("flRoomRolloffFactor", ctypes.c_float),
("flDecayTime", ctypes.c_float),
("flDecayHFRatio", ctypes.c_float),
("lReflections", ctypes.c_int),
("flReflectionsDelay", ctypes.c_float),
("lReverb", ctypes.c_int),
("flReverbDelay", ctypes.c_float),
("flDiffusion", ctypes.c_float),
("flDensity", ctypes.c_float),
("flHFReference", ctypes.c_float),
]#[repr(C)]
pub struct DSFXI3DL2Reverb {
pub lRoom: i32,
pub lRoomHF: i32,
pub flRoomRolloffFactor: f32,
pub flDecayTime: f32,
pub flDecayHFRatio: f32,
pub lReflections: i32,
pub flReflectionsDelay: f32,
pub lReverb: i32,
pub flReverbDelay: f32,
pub flDiffusion: f32,
pub flDensity: f32,
pub flHFReference: f32,
}import "golang.org/x/sys/windows"
type DSFXI3DL2Reverb struct {
lRoom int32
lRoomHF int32
flRoomRolloffFactor float32
flDecayTime float32
flDecayHFRatio float32
lReflections int32
flReflectionsDelay float32
lReverb int32
flReverbDelay float32
flDiffusion float32
flDensity float32
flHFReference float32
}type
DSFXI3DL2Reverb = record
lRoom: Integer;
lRoomHF: Integer;
flRoomRolloffFactor: Single;
flDecayTime: Single;
flDecayHFRatio: Single;
lReflections: Integer;
flReflectionsDelay: Single;
lReverb: Integer;
flReverbDelay: Single;
flDiffusion: Single;
flDensity: Single;
flHFReference: Single;
end;const DSFXI3DL2Reverb = extern struct {
lRoom: i32,
lRoomHF: i32,
flRoomRolloffFactor: f32,
flDecayTime: f32,
flDecayHFRatio: f32,
lReflections: i32,
flReflectionsDelay: f32,
lReverb: i32,
flReverbDelay: f32,
flDiffusion: f32,
flDensity: f32,
flHFReference: f32,
};type
DSFXI3DL2Reverb {.bycopy.} = object
lRoom: int32
lRoomHF: int32
flRoomRolloffFactor: float32
flDecayTime: float32
flDecayHFRatio: float32
lReflections: int32
flReflectionsDelay: float32
lReverb: int32
flReverbDelay: float32
flDiffusion: float32
flDensity: float32
flHFReference: float32struct DSFXI3DL2Reverb
{
int lRoom;
int lRoomHF;
float flRoomRolloffFactor;
float flDecayTime;
float flDecayHFRatio;
int lReflections;
float flReflectionsDelay;
int lReverb;
float flReverbDelay;
float flDiffusion;
float flDensity;
float flHFReference;
}HSP用 定義
HSP3.7/3.8 は構造体機能が無いため4byte整数配列(dim)+peek/poke で操作(32/64bitでサイズ・位置が異なる場合はタブで分割)。IronHSP は NSTRUCT(#defstruct/stdim/->)で32/64bit共通。
; HSP3.7/3.8 は構造体機能が無いため、4byte整数の配列変数で操作します。(x64 レイアウト)
; DSFXI3DL2Reverb サイズ: 48 バイト(x64)
dim st, 12 ; 4byte整数×12(構造体サイズ 48 / 4 切り上げ)
; lRoom : INT (+0, 4byte) st.0 = 値 / 値 = st.0 (lpoke/lpeek も可)
; lRoomHF : INT (+4, 4byte) st.1 = 値 / 値 = st.1 (lpoke/lpeek も可)
; flRoomRolloffFactor : FLOAT (+8, 4byte) st.2 = 値 / 値 = st.2 (lpoke/lpeek も可)
; flDecayTime : FLOAT (+12, 4byte) st.3 = 値 / 値 = st.3 (lpoke/lpeek も可)
; flDecayHFRatio : FLOAT (+16, 4byte) st.4 = 値 / 値 = st.4 (lpoke/lpeek も可)
; lReflections : INT (+20, 4byte) st.5 = 値 / 値 = st.5 (lpoke/lpeek も可)
; flReflectionsDelay : FLOAT (+24, 4byte) st.6 = 値 / 値 = st.6 (lpoke/lpeek も可)
; lReverb : INT (+28, 4byte) st.7 = 値 / 値 = st.7 (lpoke/lpeek も可)
; flReverbDelay : FLOAT (+32, 4byte) st.8 = 値 / 値 = st.8 (lpoke/lpeek も可)
; flDiffusion : FLOAT (+36, 4byte) st.9 = 値 / 値 = st.9 (lpoke/lpeek も可)
; flDensity : FLOAT (+40, 4byte) st.10 = 値 / 値 = st.10 (lpoke/lpeek も可)
; flHFReference : FLOAT (+44, 4byte) st.11 = 値 / 値 = st.11 (lpoke/lpeek も可)
; ※4byte境界の整数は添字 st.N(N=オフセット/4)で読み書き可。それ以外は peek/poke 系を使用。; IronHSP は NSTRUCT(構造体)をサポート。32bit/64bit どちらでも同じコードで動作します。
#defstruct global DSFXI3DL2Reverb
#field int lRoom
#field int lRoomHF
#field float flRoomRolloffFactor
#field float flDecayTime
#field float flDecayHFRatio
#field int lReflections
#field float flReflectionsDelay
#field int lReverb
#field float flReverbDelay
#field float flDiffusion
#field float flDensity
#field float flHFReference
#endstruct
stdim st, DSFXI3DL2Reverb ; NSTRUCT 変数を確保
st->lRoom = 100
mes "lRoom=" + st->lRoom