DemoGL::Reference::Functions::DEMOGL_SoundSystemSetEAXMixChannel

DEMOGL_SoundSystemSetEAXMixChannel

DEMOGL_SoundSystemSeekInChannel sets the EAX mixing value for the given channel

int
DEMOGL_SoundSystemSetEAXMixChannel(
	const int iChannelCodeID,
	const float fMixValue
);
	
Parameters.
iChannelCodeID
Specifies the ChannelCodeID of the channel which EAX mixvalue should be set.
fMixValue
Specfies the wet/dry ration of the reverb of the given channel. Values have to fall in the range [0.0, 1.0] where 0.0 is no reverb (dry) and 1.0 is maximum reverb (wet). Specifying -1.0 will let EAX calculate the reverb mixing value based on the distance between listener and channel, which is the default.

Return values.
If the function succeeds, it returns SYS_OK.
If the function fails, it returns one of the following error codes:

Error code Description
DGL_SS_ERR_CHANNELACTIONFAILED The underlying sound library reported an error while applying the EAX mixing value.
DGL_SS_ERR_CHANNELNOTINUSE The iChannelCodeID value is not found as an active channel.
DGL_SS_ERR_ILLEGALELEMENTTYPE The channel specified is playing data belonging to an element of an unknown type. This is caused by an implementation error. Should not happen.

Remarks.
Only channels which play data owned by elements which are loaded with 3D enabled are affected by DEMOGL_SoundSystemSetEAXMixChannel. When the user didn't select EAX in the startup dialog or there is no sound device available with EAX capabilities, the function doesn't have any effect.

Example.

Requirements.
DemoGL v1.3 (build 0112 or higher)

See also.
DEMOGL_SoundSystemChannelScriptID2ChannelCodeID, _SOUNDSYSTEM commands

Last changed on 18-jan-2001

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