| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352353354355356357358359360361362363364365366367368369370371372373374375376377378379380381382383384385386387388389390391392393394395396397398399400401402403404405406407408409410411412413414415416417418419420421422423424425426427428429430431 | /************************************************************************** * * Copyright (c) Microsoft Corporation.  All rights reserved. * * File:    xaudio2fx.h * Content: Declarations for the audio effects included with XAudio2. * **************************************************************************/#ifndef __XAUDIO2FX_INCLUDED__#define __XAUDIO2FX_INCLUDED__/************************************************************************** * * XAudio2 effect class IDs. * **************************************************************************/#include "comdecl.h"        // For DEFINE_CLSID and DEFINE_IID// XAudio 2.0 (March 2008 SDK)//DEFINE_CLSID(AudioVolumeMeter, C0C56F46, 29B1, 44E9, 99, 39, A3, 2C, E8, 68, 67, E2);//DEFINE_CLSID(AudioVolumeMeter_Debug, C0C56F46, 29B1, 44E9, 99, 39, A3, 2C, E8, 68, 67, DB);//DEFINE_CLSID(AudioReverb, 6F6EA3A9, 2CF5, 41CF, 91, C1, 21, 70, B1, 54, 00, 63);//DEFINE_CLSID(AudioReverb_Debug, 6F6EA3A9, 2CF5, 41CF, 91, C1, 21, 70, B1, 54, 00, DB);// XAudio 2.1 (June 2008 SDK)//DEFINE_CLSID(AudioVolumeMeter, c1e3f122, a2ea, 442c, 85, 4f, 20, d9, 8f, 83, 57, a1);//DEFINE_CLSID(AudioVolumeMeter_Debug, 6d97a461, b02d, 48ae, b5, 43, 82, bc, 35, fd, fa, e2);//DEFINE_CLSID(AudioReverb, f4769300, b949, 4df9, b3, 33, 00, d3, 39, 32, e9, a6);//DEFINE_CLSID(AudioReverb_Debug, aea2cabc, 8c7c, 46aa, ba, 44, 0e, 6d, 75, 88, a1, f2);// XAudio 2.2 (August 2008 SDK)//DEFINE_CLSID(AudioVolumeMeter, f5ca7b34, 8055, 42c0, b8, 36, 21, 61, 29, eb, 7e, 30);//DEFINE_CLSID(AudioVolumeMeter_Debug, f796f5f7, 6059, 4a9f, 98, 2d, 61, ee, c2, ed, 67, ca);//DEFINE_CLSID(AudioReverb, 629cf0de, 3ecc, 41e7, 99, 26, f7, e4, 3e, eb, ec, 51);//DEFINE_CLSID(AudioReverb_Debug, 4aae4299, 3260, 46d4, 97, cc, 6c, c7, 60, c8, 53, 29);// XAudio 2.3 (November 2008 SDK)//DEFINE_CLSID(AudioVolumeMeter, e180344b, ac83, 4483, 95, 9e, 18, a5, c5, 6a, 5e, 19);//DEFINE_CLSID(AudioVolumeMeter_Debug, 922a0a56, 7d13, 40ae, a4, 81, 3c, 6c, 60, f1, 14, 01);//DEFINE_CLSID(AudioReverb, 9cab402c, 1d37, 44b4, 88, 6d, fa, 4f, 36, 17, 0a, 4c);//DEFINE_CLSID(AudioReverb_Debug, eadda998, 3be6, 4505, 84, be, ea, 06, 36, 5d, b9, 6b);// XAudio 2.4 (March 2009 SDK)//DEFINE_CLSID(AudioVolumeMeter, c7338b95, 52b8, 4542, aa, 79, 42, eb, 01, 6c, 8c, 1c);//DEFINE_CLSID(AudioVolumeMeter_Debug, 524bd872, 5c0b, 4217, bd, b8, 0a, 86, 81, 83, 0b, a5);//DEFINE_CLSID(AudioReverb, 8bb7778b, 645b, 4475, 9a, 73, 1d, e3, 17, 0b, d3, af);//DEFINE_CLSID(AudioReverb_Debug, da7738a2, cd0c, 4367, 9a, ac, d7, ea, d7, c6, 4f, 98);// XAudio 2.5 (March 2009 SDK)//DEFINE_CLSID(AudioVolumeMeter, 2139e6da, c341, 4774, 9a, c3, b4, e0, 26, 34, 7f, 64);//DEFINE_CLSID(AudioVolumeMeter_Debug, a5cc4e13, ca00, 416b, a6, ee, 49, fe, e7, b5, 43, d0);//DEFINE_CLSID(AudioReverb, d06df0d0, 8518, 441e, 82, 2f, 54, 51, d5, c5, 95, b8);//DEFINE_CLSID(AudioReverb_Debug, 613604ec, 304c, 45ec, a4, ed, 7a, 1c, 61, 2e, 9e, 72);// XAudio 2.6 (February 2010 SDK)//DEFINE_CLSID(AudioVolumeMeter, e48c5a3f, 93ef, 43bb, a0, 92, 2c, 7c, eb, 94, 6f, 27);//DEFINE_CLSID(AudioVolumeMeter_Debug, 9a9eaef7, a9e0, 4088, 9b, 1b, 9c, a0, 3a, 1a, ec, d4);//DEFINE_CLSID(AudioReverb, cecec95a, d894, 491a, be, e3, 5e, 10, 6f, b5, 9f, 2d);//DEFINE_CLSID(AudioReverb_Debug, 99a1c72e, 364c, 4c1b, 96, 23, fd, 5c, 8a, bd, 90, c7);// XAudio 2.7 (June 2010 SDK)DEFINE_CLSID(AudioVolumeMeter, cac1105f, 619b, 4d04, 83, 1a, 44, e1, cb, f1, 2d, 57);DEFINE_CLSID(AudioVolumeMeter_Debug, 2d9a0f9c, e67b, 4b24, ab, 44, 92, b3, e7, 70, c0, 20);DEFINE_CLSID(AudioReverb, 6a93130e, 1d53, 41d1, a9, cf, e7, 58, 80, 0b, b1, 79);DEFINE_CLSID(AudioReverb_Debug, c4f82dd4, cb4e, 4ce1, 8b, db, ee, 32, d4, 19, 82, 69);// Ignore the rest of this header if only the GUID definitions were requested#ifndef GUID_DEFS_ONLY#ifdef _XBOX    #include <xobjbase.h>   // Xbox COM declarations (IUnknown, etc)#else    #include <objbase.h>    // Windows COM declarations#endif#include <math.h>           // For log10()// All structures defined in this file should use tight packing#pragma pack(push, 1)/************************************************************************** * * Effect creation functions.  On Windows, these are just inline functions * that call CoCreateInstance and Initialize; the XAUDIO2FX_DEBUG flag can * be used to select the debug version of the effects.  On Xbox, these map * to real functions included in xaudio2.lib, and the XAUDIO2FX_DEBUG flag * is ignored; the application must link with the debug library to use the * debug functionality. * **************************************************************************/// Use default values for some parameters if building C++ code#ifdef __cplusplus    #define DEFAULT(x) =x#else    #define DEFAULT(x)#endif#define XAUDIO2FX_DEBUG 1   // To select the debug version of an effect#ifdef _XBOX    STDAPI CreateAudioVolumeMeter(__deref_out IUnknown** ppApo);    STDAPI CreateAudioReverb(__deref_out IUnknown** ppApo);    __inline HRESULT XAudio2CreateVolumeMeter(__deref_out IUnknown** ppApo, UINT32 /*Flags*/ DEFAULT(0))    {        return CreateAudioVolumeMeter(ppApo);    }    __inline HRESULT XAudio2CreateReverb(__deref_out IUnknown** ppApo, UINT32 /*Flags*/ DEFAULT(0))    {        return CreateAudioReverb(ppApo);    }#else // Windows    __inline HRESULT XAudio2CreateVolumeMeter(__deref_out IUnknown** ppApo, UINT32 Flags DEFAULT(0))    {        #ifdef __cplusplus            return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? __uuidof(AudioVolumeMeter_Debug)                                                              : __uuidof(AudioVolumeMeter),                                    NULL, CLSCTX_INPROC_SERVER, __uuidof(IUnknown), (void**)ppApo);        #else            return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? &CLSID_AudioVolumeMeter_Debug                                                              : &CLSID_AudioVolumeMeter,                                    NULL, CLSCTX_INPROC_SERVER, &IID_IUnknown, (void**)ppApo);        #endif    }    __inline HRESULT XAudio2CreateReverb(__deref_out IUnknown** ppApo, UINT32 Flags DEFAULT(0))    {        #ifdef __cplusplus            return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? __uuidof(AudioReverb_Debug)                                                              : __uuidof(AudioReverb),                                    NULL, CLSCTX_INPROC_SERVER, __uuidof(IUnknown), (void**)ppApo);        #else            return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? &CLSID_AudioReverb_Debug                                                              : &CLSID_AudioReverb,                                    NULL, CLSCTX_INPROC_SERVER, &IID_IUnknown, (void**)ppApo);        #endif    }#endif // #ifdef _XBOX/************************************************************************** * * Volume meter parameters. * The volume meter supports FLOAT32 audio formats and must be used in-place. * **************************************************************************/// XAUDIO2FX_VOLUMEMETER_LEVELS: Receives results from GetEffectParameters().// The user is responsible for allocating pPeakLevels, pRMSLevels, and// initializing ChannelCount accordingly.// The volume meter does not support SetEffectParameters().typedef struct XAUDIO2FX_VOLUMEMETER_LEVELS{    float* pPeakLevels;  // Peak levels table: receives maximum absolute level for each channel                         // over a processing pass; may be NULL if pRMSLevls != NULL,                         // otherwise must have at least ChannelCount elements.    float* pRMSLevels;   // Root mean square levels table: receives RMS level for each channel                         // over a processing pass; may be NULL if pPeakLevels != NULL,                         // otherwise must have at least ChannelCount elements.    UINT32 ChannelCount; // Number of channels being processed by the volume meter APO} XAUDIO2FX_VOLUMEMETER_LEVELS;/************************************************************************** * * Reverb parameters. * The reverb supports only FLOAT32 audio with the following channel * configurations: *     Input: Mono   Output: Mono *     Input: Mono   Output: 5.1 *     Input: Stereo Output: Stereo *     Input: Stereo Output: 5.1 * The framerate must be within [20000, 48000] Hz. * * When using mono input, delay filters associated with the right channel * are not executed.  In this case, parameters such as PositionRight and * PositionMatrixRight have no effect.  This also means the reverb uses * less CPU when hosted in a mono submix. * **************************************************************************/#define XAUDIO2FX_REVERB_MIN_FRAMERATE 20000#define XAUDIO2FX_REVERB_MAX_FRAMERATE 48000// XAUDIO2FX_REVERB_PARAMETERS: Native parameter set for the reverb effecttypedef struct XAUDIO2FX_REVERB_PARAMETERS{    // ratio of wet (processed) signal to dry (original) signal    float WetDryMix;            // [0, 100] (percentage)    // Delay times    UINT32 ReflectionsDelay;    // [0, 300] in ms    BYTE ReverbDelay;           // [0, 85] in ms    BYTE RearDelay;             // [0, 5] in ms    // Indexed parameters    BYTE PositionLeft;          // [0, 30] no units    BYTE PositionRight;         // [0, 30] no units, ignored when configured to mono    BYTE PositionMatrixLeft;    // [0, 30] no units    BYTE PositionMatrixRight;   // [0, 30] no units, ignored when configured to mono    BYTE EarlyDiffusion;        // [0, 15] no units    BYTE LateDiffusion;         // [0, 15] no units    BYTE LowEQGain;             // [0, 12] no units    BYTE LowEQCutoff;           // [0, 9] no units    BYTE HighEQGain;            // [0, 8] no units    BYTE HighEQCutoff;          // [0, 14] no units    // Direct parameters    float RoomFilterFreq;       // [20, 20000] in Hz    float RoomFilterMain;       // [-100, 0] in dB    float RoomFilterHF;         // [-100, 0] in dB    float ReflectionsGain;      // [-100, 20] in dB    float ReverbGain;           // [-100, 20] in dB    float DecayTime;            // [0.1, inf] in seconds    float Density;              // [0, 100] (percentage)    float RoomSize;             // [1, 100] in feet} XAUDIO2FX_REVERB_PARAMETERS;// Maximum, minimum and default values for the parameters above#define XAUDIO2FX_REVERB_MIN_WET_DRY_MIX            0.0f#define XAUDIO2FX_REVERB_MIN_REFLECTIONS_DELAY      0#define XAUDIO2FX_REVERB_MIN_REVERB_DELAY           0#define XAUDIO2FX_REVERB_MIN_REAR_DELAY             0#define XAUDIO2FX_REVERB_MIN_POSITION               0#define XAUDIO2FX_REVERB_MIN_DIFFUSION              0#define XAUDIO2FX_REVERB_MIN_LOW_EQ_GAIN            0#define XAUDIO2FX_REVERB_MIN_LOW_EQ_CUTOFF          0#define XAUDIO2FX_REVERB_MIN_HIGH_EQ_GAIN           0#define XAUDIO2FX_REVERB_MIN_HIGH_EQ_CUTOFF         0#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_FREQ       20.0f#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_MAIN       -100.0f#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_HF         -100.0f#define XAUDIO2FX_REVERB_MIN_REFLECTIONS_GAIN       -100.0f#define XAUDIO2FX_REVERB_MIN_REVERB_GAIN            -100.0f#define XAUDIO2FX_REVERB_MIN_DECAY_TIME             0.1f#define XAUDIO2FX_REVERB_MIN_DENSITY                0.0f#define XAUDIO2FX_REVERB_MIN_ROOM_SIZE              0.0f#define XAUDIO2FX_REVERB_MAX_WET_DRY_MIX            100.0f#define XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY      300#define XAUDIO2FX_REVERB_MAX_REVERB_DELAY           85#define XAUDIO2FX_REVERB_MAX_REAR_DELAY             5#define XAUDIO2FX_REVERB_MAX_POSITION               30#define XAUDIO2FX_REVERB_MAX_DIFFUSION              15#define XAUDIO2FX_REVERB_MAX_LOW_EQ_GAIN            12#define XAUDIO2FX_REVERB_MAX_LOW_EQ_CUTOFF          9#define XAUDIO2FX_REVERB_MAX_HIGH_EQ_GAIN           8#define XAUDIO2FX_REVERB_MAX_HIGH_EQ_CUTOFF         14#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_FREQ       20000.0f#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_MAIN       0.0f#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_HF         0.0f#define XAUDIO2FX_REVERB_MAX_REFLECTIONS_GAIN       20.0f#define XAUDIO2FX_REVERB_MAX_REVERB_GAIN            20.0f#define XAUDIO2FX_REVERB_MAX_DENSITY                100.0f#define XAUDIO2FX_REVERB_MAX_ROOM_SIZE              100.0f#define XAUDIO2FX_REVERB_DEFAULT_WET_DRY_MIX        100.0f#define XAUDIO2FX_REVERB_DEFAULT_REFLECTIONS_DELAY  5#define XAUDIO2FX_REVERB_DEFAULT_REVERB_DELAY       5#define XAUDIO2FX_REVERB_DEFAULT_REAR_DELAY         5#define XAUDIO2FX_REVERB_DEFAULT_POSITION           6#define XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX    27#define XAUDIO2FX_REVERB_DEFAULT_EARLY_DIFFUSION    8#define XAUDIO2FX_REVERB_DEFAULT_LATE_DIFFUSION     8#define XAUDIO2FX_REVERB_DEFAULT_LOW_EQ_GAIN        8#define XAUDIO2FX_REVERB_DEFAULT_LOW_EQ_CUTOFF      4#define XAUDIO2FX_REVERB_DEFAULT_HIGH_EQ_GAIN       8#define XAUDIO2FX_REVERB_DEFAULT_HIGH_EQ_CUTOFF     4#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_FREQ   5000.0f#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_MAIN   0.0f#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_HF     0.0f#define XAUDIO2FX_REVERB_DEFAULT_REFLECTIONS_GAIN   0.0f#define XAUDIO2FX_REVERB_DEFAULT_REVERB_GAIN        0.0f#define XAUDIO2FX_REVERB_DEFAULT_DECAY_TIME         1.0f#define XAUDIO2FX_REVERB_DEFAULT_DENSITY            100.0f#define XAUDIO2FX_REVERB_DEFAULT_ROOM_SIZE          100.0f// XAUDIO2FX_REVERB_I3DL2_PARAMETERS: Parameter set compliant with the I3DL2 standardtypedef struct XAUDIO2FX_REVERB_I3DL2_PARAMETERS{    // ratio of wet (processed) signal to dry (original) signal    float WetDryMix;            // [0, 100] (percentage)    // Standard I3DL2 parameters    INT32 Room;                 // [-10000, 0] in mB (hundredths of decibels)    INT32 RoomHF;               // [-10000, 0] in mB (hundredths of decibels)    float RoomRolloffFactor;    // [0.0, 10.0]    float DecayTime;            // [0.1, 20.0] in seconds    float DecayHFRatio;         // [0.1, 2.0]    INT32 Reflections;          // [-10000, 1000] in mB (hundredths of decibels)    float ReflectionsDelay;     // [0.0, 0.3] in seconds    INT32 Reverb;               // [-10000, 2000] in mB (hundredths of decibels)    float ReverbDelay;          // [0.0, 0.1] in seconds    float Diffusion;            // [0.0, 100.0] (percentage)    float Density;              // [0.0, 100.0] (percentage)    float HFReference;          // [20.0, 20000.0] in Hz} XAUDIO2FX_REVERB_I3DL2_PARAMETERS;// ReverbConvertI3DL2ToNative: Utility function to map from I3DL2 to native parameters__inline void ReverbConvertI3DL2ToNative(    __in const XAUDIO2FX_REVERB_I3DL2_PARAMETERS* pI3DL2,    __out XAUDIO2FX_REVERB_PARAMETERS* pNative){    float reflectionsDelay;    float reverbDelay;    // RoomRolloffFactor is ignored    // These parameters have no equivalent in I3DL2    pNative->RearDelay = XAUDIO2FX_REVERB_DEFAULT_REAR_DELAY; // 5    pNative->PositionLeft = XAUDIO2FX_REVERB_DEFAULT_POSITION; // 6    pNative->PositionRight = XAUDIO2FX_REVERB_DEFAULT_POSITION; // 6    pNative->PositionMatrixLeft = XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX; // 27    pNative->PositionMatrixRight = XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX; // 27    pNative->RoomSize = XAUDIO2FX_REVERB_DEFAULT_ROOM_SIZE; // 100    pNative->LowEQCutoff = 4;    pNative->HighEQCutoff = 6;    // The rest of the I3DL2 parameters map to the native property set    pNative->RoomFilterMain = (float)pI3DL2->Room / 100.0f;    pNative->RoomFilterHF = (float)pI3DL2->RoomHF / 100.0f;    if (pI3DL2->DecayHFRatio >= 1.0f)    {        INT32 index = (INT32)(-4.0 * log10(pI3DL2->DecayHFRatio));        if (index < -8) index = -8;        pNative->LowEQGain = (BYTE)((index < 0) ? index + 8 : 8);        pNative->HighEQGain = 8;        pNative->DecayTime = pI3DL2->DecayTime * pI3DL2->DecayHFRatio;    }    else    {        INT32 index = (INT32)(4.0 * log10(pI3DL2->DecayHFRatio));        if (index < -8) index = -8;        pNative->LowEQGain = 8;        pNative->HighEQGain = (BYTE)((index < 0) ? index + 8 : 8);        pNative->DecayTime = pI3DL2->DecayTime;    }    reflectionsDelay = pI3DL2->ReflectionsDelay * 1000.0f;    if (reflectionsDelay >= XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY) // 300    {        reflectionsDelay = (float)(XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY - 1);    }    else if (reflectionsDelay <= 1)    {        reflectionsDelay = 1;    }    pNative->ReflectionsDelay = (UINT32)reflectionsDelay;    reverbDelay = pI3DL2->ReverbDelay * 1000.0f;    if (reverbDelay >= XAUDIO2FX_REVERB_MAX_REVERB_DELAY) // 85    {        reverbDelay = (float)(XAUDIO2FX_REVERB_MAX_REVERB_DELAY - 1);    }    pNative->ReverbDelay = (BYTE)reverbDelay;    pNative->ReflectionsGain = pI3DL2->Reflections / 100.0f;    pNative->ReverbGain = pI3DL2->Reverb / 100.0f;    pNative->EarlyDiffusion = (BYTE)(15.0f * pI3DL2->Diffusion / 100.0f);    pNative->LateDiffusion = pNative->EarlyDiffusion;    pNative->Density = pI3DL2->Density;    pNative->RoomFilterFreq = pI3DL2->HFReference;    pNative->WetDryMix = pI3DL2->WetDryMix;}/************************************************************************** * * Standard I3DL2 reverb presets (100% wet). * **************************************************************************/#define XAUDIO2FX_I3DL2_PRESET_DEFAULT         {100,-10000,    0,0.0f, 1.00f,0.50f,-10000,0.020f,-10000,0.040f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_GENERIC         {100, -1000, -100,0.0f, 1.49f,0.83f, -2602,0.007f,   200,0.011f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_PADDEDCELL      {100, -1000,-6000,0.0f, 0.17f,0.10f, -1204,0.001f,   207,0.002f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_ROOM            {100, -1000, -454,0.0f, 0.40f,0.83f, -1646,0.002f,    53,0.003f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_BATHROOM        {100, -1000,-1200,0.0f, 1.49f,0.54f,  -370,0.007f,  1030,0.011f,100.0f, 60.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_LIVINGROOM      {100, -1000,-6000,0.0f, 0.50f,0.10f, -1376,0.003f, -1104,0.004f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_STONEROOM       {100, -1000, -300,0.0f, 2.31f,0.64f,  -711,0.012f,    83,0.017f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_AUDITORIUM      {100, -1000, -476,0.0f, 4.32f,0.59f,  -789,0.020f,  -289,0.030f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_CONCERTHALL     {100, -1000, -500,0.0f, 3.92f,0.70f, -1230,0.020f,    -2,0.029f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_CAVE            {100, -1000,    0,0.0f, 2.91f,1.30f,  -602,0.015f,  -302,0.022f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_ARENA           {100, -1000, -698,0.0f, 7.24f,0.33f, -1166,0.020f,    16,0.030f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_HANGAR          {100, -1000,-1000,0.0f,10.05f,0.23f,  -602,0.020f,   198,0.030f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_CARPETEDHALLWAY {100, -1000,-4000,0.0f, 0.30f,0.10f, -1831,0.002f, -1630,0.030f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_HALLWAY         {100, -1000, -300,0.0f, 1.49f,0.59f, -1219,0.007f,   441,0.011f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_STONECORRIDOR   {100, -1000, -237,0.0f, 2.70f,0.79f, -1214,0.013f,   395,0.020f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_ALLEY           {100, -1000, -270,0.0f, 1.49f,0.86f, -1204,0.007f,    -4,0.011f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_FOREST          {100, -1000,-3300,0.0f, 1.49f,0.54f, -2560,0.162f,  -613,0.088f, 79.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_CITY            {100, -1000, -800,0.0f, 1.49f,0.67f, -2273,0.007f, -2217,0.011f, 50.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_MOUNTAINS       {100, -1000,-2500,0.0f, 1.49f,0.21f, -2780,0.300f, -2014,0.100f, 27.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_QUARRY          {100, -1000,-1000,0.0f, 1.49f,0.83f,-10000,0.061f,   500,0.025f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_PLAIN           {100, -1000,-2000,0.0f, 1.49f,0.50f, -2466,0.179f, -2514,0.100f, 21.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_PARKINGLOT      {100, -1000,    0,0.0f, 1.65f,1.50f, -1363,0.008f, -1153,0.012f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_SEWERPIPE       {100, -1000,-1000,0.0f, 2.81f,0.14f,   429,0.014f,   648,0.021f, 80.0f, 60.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_UNDERWATER      {100, -1000,-4000,0.0f, 1.49f,0.10f,  -449,0.007f,  1700,0.011f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_SMALLROOM       {100, -1000, -600,0.0f, 1.10f,0.83f,  -400,0.005f,   500,0.010f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_MEDIUMROOM      {100, -1000, -600,0.0f, 1.30f,0.83f, -1000,0.010f,  -200,0.020f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_LARGEROOM       {100, -1000, -600,0.0f, 1.50f,0.83f, -1600,0.020f, -1000,0.040f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_MEDIUMHALL      {100, -1000, -600,0.0f, 1.80f,0.70f, -1300,0.015f,  -800,0.030f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_LARGEHALL       {100, -1000, -600,0.0f, 1.80f,0.70f, -2000,0.030f, -1400,0.060f,100.0f,100.0f,5000.0f}#define XAUDIO2FX_I3DL2_PRESET_PLATE           {100, -1000, -200,0.0f, 1.30f,0.90f,     0,0.002f,     0,0.010f,100.0f, 75.0f,5000.0f}// Undo the #pragma pack(push, 1) at the top of this file#pragma pack(pop)#endif // #ifndef GUID_DEFS_ONLY#endif // #ifndef __XAUDIO2FX_INCLUDED__
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