84 lines
2.6 KiB
C++
84 lines
2.6 KiB
C++
#ifndef XREVERBSETTINGS_H
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#define XREVERBSETTINGS_H
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#include "xasset.h"
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class XReverbSettings : public XAsset
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{
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public:
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explicit XReverbSettings();
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quint32 GetReflectionsDelay() const;
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quint8 GetReverbDelay() const;
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quint8 GetRearDelay() const;
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quint8 GetPositionLeft() const;
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quint8 GetPositionRight() const;
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quint8 GetPositionMatrixLeft() const;
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quint8 GetPositionMatrixRight() const;
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quint8 GetEarlyDiffusion() const;
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quint8 GetLateDiffusion() const;
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quint8 GetLowEQGain() const;
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quint8 GetLowEQCutoff() const;
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quint8 GetHighEQGain() const;
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quint8 GetHighEQCutoff() const;
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float GetRoomFilterFreq() const;
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float GetRoomFilterMain() const;
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float GetRoomFilterHF() const;
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float GetReflectionsGain() const;
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float GetReverbGain() const;
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float GetDecayTime() const;
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float GetDensity() const;
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float GetRoomSize() const;
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virtual void Clear() override;
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virtual void ParseData(QDataStream* aStream) override;
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public slots:
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void SetReflectionsDelay(quint32 aReflectionsDelay);
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void SetReverbDelay(quint8 aReverbDelay);
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void SetRearDelay(quint8 aRearDelay);
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void SetPositionLeft(quint8 aPositionLeft);
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void SetPositionRight(quint8 aPositionRight);
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void SetPositionMatrixLeft(quint8 aPositionMatrixLeft);
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void SetPositionMatrixRight(quint8 aPositionMatrixRight);
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void SetEarlyDiffusion(quint8 aEarlyDiffusion);
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void SetLateDiffusion(quint8 aLateDiffusion);
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void SetLowEQGain(quint8 aLowEQGain);
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void SetLowEQCutoff(quint8 aLowEQCutoff);
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void SetHighEQGain(quint8 aHighEQGain);
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void SetHighEQCutoff(quint8 aHighEQCutoff);
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void SetRoomFilterFreq(float aRoomFilterFreq);
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void SetRoomFilterMain(float aRoomFilterMain);
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void SetRoomFilterHF(float aRoomFilterHF);
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void SetReflectionsGain(float aReflectionsGain);
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void SetReverbGain(float aReverbGain);
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void SetDecayTime(float aDecayTime);
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void SetDensity(float aDensity);
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void SetRoomSize(float aRoomSize);
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private:
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quint32 mReflectionsDelay;
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quint8 mReverbDelay;
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quint8 mRearDelay;
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quint8 mPositionLeft;
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quint8 mPositionRight;
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quint8 mPositionMatrixLeft;
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quint8 mPositionMatrixRight;
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quint8 mEarlyDiffusion;
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quint8 mLateDiffusion;
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quint8 mLowEQGain;
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quint8 mLowEQCutoff;
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quint8 mHighEQGain;
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quint8 mHighEQCutoff;
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float mRoomFilterFreq;
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float mRoomFilterMain;
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float mRoomFilterHF;
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float mReflectionsGain;
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float mReverbGain;
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float mDecayTime;
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float mDensity;
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float mRoomSize;
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};
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#endif // XREVERBSETTINGS_H
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