1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 | typedef struct FMOD_REVERB_PROPERTIES { /* MIN MAX DEFAULT DESCRIPTION */ int Instance; /* [w] 0 3 0 Environment Instance. (SUPPORTED:SFX(4 instances) and Wii (3 instances)) */ int Environment; /* [r/w] -1 25 -1 Sets all listener properties. -1 = OFF. (SUPPORTED:SFX(-1 only)/PSP) */ float EnvDiffusion; /* [r/w] 0.0 1.0 1.0 Environment diffusion (SUPPORTED:WII) */ int Room; /* [r/w] -10000 0 -1000 Room effect level (at mid frequencies) (SUPPORTED:SFX/WII/PSP) */ int RoomHF; /* [r/w] -10000 0 -100 Relative room effect level at high frequencies (SUPPORTED:SFX) */ int RoomLF; /* [r/w] -10000 0 0 Relative room effect level at low frequencies (SUPPORTED:SFX) */ float DecayTime; /* [r/w] 0.1 20.0 1.49 Reverberation decay time at mid frequencies (SUPPORTED:SFX/WII) */ float DecayHFRatio; /* [r/w] 0.1 2.0 0.83 High-frequency to mid-frequency decay time ratio (SUPPORTED:SFX) */ float DecayLFRatio; /* [r/w] 0.1 2.0 1.0 Low-frequency to mid-frequency decay time ratio (SUPPORTED:---) */ int Reflections; /* [r/w] -10000 1000 -2602 Early reflections level relative to room effect (SUPPORTED:SFX/WII) */ float ReflectionsDelay; /* [r/w] 0.0 0.3 0.007 Initial reflection delay time (SUPPORTED:SFX) */ int Reverb; /* [r/w] -10000 2000 200 Late reverberation level relative to room effect (SUPPORTED:SFX) */ float ReverbDelay; /* [r/w] 0.0 0.1 0.011 Late reverberation delay time relative to initial reflection (SUPPORTED:SFX/WII) */ float ModulationTime; /* [r/w] 0.04 4.0 0.25 Modulation time (SUPPORTED:---) */ float ModulationDepth; /* [r/w] 0.0 1.0 0.0 Modulation depth (SUPPORTED:WII) */ float HFReference; /* [r/w] 20.0 20000.0 5000.0 Reference high frequency (hz) (SUPPORTED:SFX) */ float LFReference; /* [r/w] 20.0 1000.0 250.0 Reference low frequency (hz) (SUPPORTED:SFX) */ float Diffusion; /* [r/w] 0.0 100.0 100.0 Value that controls the echo density in the late reverberation decay. (SUPPORTED:SFX) */ float Density; /* [r/w] 0.0 100.0 100.0 Value that controls the modal density in the late reverberation decay (SUPPORTED:SFX) */ unsigned int Flags; /* [r/w] FMOD_REVERB_FLAGS - modifies the behavior of above properties (SUPPORTED:WII) */ } FMOD_REVERB_PROPERTIES; ========== class Reverb { private: Reverb(); /* Constructor made private so user cannot statically instance a Reverb class. Appropriate Reverb creation or retrieval function must be used. */ public: FMOD_RESULT F_API release (); // Reverb manipulation. FMOD_RESULT F_API set3DAttributes (const FMOD_VECTOR *position, float mindistance, float maxdistance); FMOD_RESULT F_API get3DAttributes (FMOD_VECTOR *position, float *mindistance,float *maxdistance); FMOD_RESULT F_API setProperties (const FMOD_REVERB_PROPERTIES *properties); FMOD_RESULT F_API getProperties (FMOD_REVERB_PROPERTIES *properties); FMOD_RESULT F_API setActive (bool active); FMOD_RESULT F_API getActive (bool *active); // Userdata set/get. FMOD_RESULT F_API setUserData (void *userdata); FMOD_RESULT F_API getUserData (void **userdata); FMOD_RESULT F_API getMemoryInfo (unsigned int memorybits, unsigned int event_memorybits, unsigned int *memoryused, FMOD_MEMORY_USAGE_DETAILS *memoryused_details); }; } | cs |
변수 함수 등등 죄다 각 오지게 잡아놧네
이게 좋은거?
응? 저거 걍 플러그인이 해주는건데? ㅋㅋㅋ
code alignment로 마켓플레이스 검색해봐라 Visual Studio용 플러그인 있음..ㅋㅋㅋ
다 스까부렸네
그러네 설치햇는데 단축키잇나 바로적용안된ㄴ
걍 툴바에 있을건데? 그거 걍 눌러주면 됨. 나도 뭐 그건 잘 안 써서..걍 깔아만 놈..