##### [Structure]

## FSOUND_REVERB_PROPERTIES

Structure defining a reverb environment.
For more indepth descriptions of the reverb properties under win32, please see the EAX2 and EAX3
documentation at http://developer.creative.com/ under the 'downloads' section.
If they do not have the EAX3 documentation, then most information can be attained from
the EAX2 documentation, as EAX3 only adds some more parameters and functionality on top of EAX2.
Note the default reverb properties are the same as the FSOUND_PRESET_GENERIC preset.
Note that integer values that typically range from -10,000 to 1000 are represented in decibels, and are of a logarithmic scale, not linear, wheras float values are typically linear.
PORTABILITY: Each member has the platform it supports in braces ie (win32/xbox).
Some reverb parameters are only supported in win32 and some only on xbox. If all parameters are set then the reverb should product a similar effect on either platform.
The numerical values listed below are the maximum, minimum and default values for each variable respectively.

### Members

unsigned int | Environment | /* 0 , 25 , 0 , sets all listener properties (WIN32/PS2 only) */
float | EnvSize | /* 1.0 , 100.0 , 7.5 , environment size in meters (WIN32 only) */
float | EnvDiffusion | /* 0.0 , 1.0 , 1.0 , environment diffusion (WIN32/XBOX) */
int | Room | /* -10000, 0 , -1000 , room effect level (at mid frequencies) (WIN32/XBOX/PS2) */
int | RoomHF | /* -10000, 0 , -100 , relative room effect level at high frequencies (WIN32/XBOX) */
int | RoomLF | /* -10000, 0 , 0 , relative room effect level at low frequencies (WIN32 only) */
float | DecayTime | /* 0.1 , 20.0 , 1.49 , reverberation decay time at mid frequencies (WIN32/XBOX) */
float | DecayHFRatio | /* 0.1 , 2.0 , 0.83 , high-frequency to mid-frequency decay time ratio (WIN32/XBOX) */
float | DecayLFRatio | /* 0.1 , 2.0 , 1.0 , low-frequency to mid-frequency decay time ratio (WIN32 only) */
int | Reflections | /* -10000, 1000 , -2602 , early reflections level relative to room effect (WIN32/XBOX) */
float | ReflectionsDelay | /* 0.0 , 0.3 , 0.007 , initial reflection delay time (WIN32/XBOX) */
float | ReflectionsPan[3] | /* , , [0,0,0], early reflections panning vector (WIN32 only) */
int | Reverb | /* -10000, 2000 , 200 , late reverberation level relative to room effect (WIN32/XBOX) */
float | ReverbDelay | /* 0.0 , 0.1 , 0.011 , late reverberation delay time relative to initial reflection (WIN32/XBOX) */
float | ReverbPan[3] | /* , , [0,0,0], late reverberation panning vector (WIN32 only) */
float | EchoTime | /* .075 , 0.25 , 0.25 , echo time (WIN32/PS2 only. PS2 = Delay time for ECHO/DELAY modes only) */
float | EchoDepth | /* 0.0 , 1.0 , 0.0 , echo depth (WIN32/PS2 only. PS2 = Feedback level for ECHO mode only) */
float | ModulationTime | /* 0.04 , 4.0 , 0.25 , modulation time (WIN32 only) */
float | ModulationDepth | /* 0.0 , 1.0 , 0.0 , modulation depth (WIN32 only) */
float | AirAbsorptionHF | /* -100 , 0.0 , -5.0 , change in level per meter at high frequencies (WIN32 only) */
float | HFReference | /* 1000.0, 20000 , 5000.0 , reference high frequency (hz) (WIN32/XBOX) */
float | LFReference | /* 20.0 , 1000.0, 250.0 , reference low frequency (hz) (WIN32 only) */
float | RoomRolloffFactor | /* 0.0 , 10.0 , 0.0 , like FSOUND_3D_SetRolloffFactor but for room effect (WIN32/XBOX) */
float | Diffusion | /* 0.0 , 100.0 , 100.0 , Value that controls the echo density in the late reverberation decay. (XBOX only) */
float | Density | /* 0.0 , 100.0 , 100.0 , Value that controls the modal density in the late reverberation decay (XBOX only) */
unsigned int | Flags | /* FSOUND_REVERB_FLAGS - modifies the behavior of above properties (WIN32/PS2 only) */

### See Also

FSOUND_3D_SetRolloffFactor , FSOUND_REVERB_FLAGS , FSOUND_Reverb_GetProperties , FSOUND_REVERB_PRESETS , FSOUND_Reverb_SetProperties

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