//----------------------------------------------------------------------------- // // Sample Name: AudioFx Sample // // Copyright (c) 1999-2001 Microsoft Corporation. All rights reserved. // // GM/GS® Sound Set Copyright ©1996, Roland Corporation U.S. // //----------------------------------------------------------------------------- Description =========== The sample demonstrates: (1) how to use standard effects (FX) with DirectMusic (2) how to manipulate FX parameters - and what the results sounds like Path ==== Source: DXSDK\Samples\Multimedia\DirectMusic\AudioFx Executable: DXSDK\Samples\Multimedia\DirectMusic\Bin User's Guide ============ - make sure a sound file is loaded (can be WAV, MID, or RMI), a default sound file should be loaded for you. - by default, no FX are enabled. try playing the sound to see what it orginally sounds like. - enable one or more FXs by checking the checkboxes on the left, under the column "Enable". - Hit play to hear the FX applied. - you can adjust parameters for any FX by using the frame on the right. (choose which FX to adjust by choosing an option under the "Adjust" column on the left. If you are adjusting parametesr for an active FX while sound is playing, you will hearing the difference immediately. Programming Notes ================= To Enable a stand effect, ultimately, you need to obtain a LPDIRECTSOUNDBUFFER8 interface pointer. Fill one or more DSEFFECTDESC structs, and pass them into IDirectSoundBuffer8::SetFX( ). This functionality is encapsulated by the sample in the CSoundFXManager. Much of the code is for manipulating the UI, and is loosely coupled with the FX code.