##### [API function]

## FSOUND_Reverb_SetChannelProperties

Sets the channel specific reverb properties for hardware, including wet/dry mix (room size), and things like obstruction and occlusion properties.

signed char F_API FSOUND_Reverb_SetChannelProperties(
int channel,
const FSOUND_REVERB_CHANNELPROPERTIES *prop
);

### Parameters

channel | The channel to have its reverb properties changed. FSOUND_ALL can also be used (see remarks)
prop | Pointer to a FSOUND_REVERB_CHANNELPROPERTIES structure definition. The definition for this structure is given in the link below.

### Return Value

On success, TRUE is returned.
On failure, FALSE is returned.

### Remarks

FSOUND_ALL is supported here. Passing this will set ALL channels to specified reverb properties.
If FSOUND_ALL is used the last channel success flag will be returned. This return value not useful in most circumstances.
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Under Win32, you must be using FSOUND_OUTPUT_DSOUND as the output mode for this to work.
In DSound, the reverb will only work if you have an EAX compatible soundcard such as the SBLive, and your sample/stream was created with the FSOUND_HW3D flag.
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On PlayStation2, the 'Room' parameter is the only parameter supported. The hardware only allows 'on' or 'off', so the reverb will be off when 'Room' is -10000 and on for every other value.
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On XBox, it is possible to apply reverb to 2d voices using this function. By default reverb is turned off for 2d voices.
If this 2d voice was being positioned in a 5.1 array with the xbox only function FSOUND_SetLevels, then calling this function will disable that capability in favour of enabling reverb for the 2d voice.
It is a limitation of the xbox hardware that only one of the other of these features can be executed at one time.
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Supported on the following platforms : Win32, XBox, PlayStation 2.

### See Also

FSOUND_REVERB_CHANNELPROPERTIES , FSOUND_Reverb_GetChannelProperties , FSOUND_Reverb_GetProperties , FSOUND_Reverb_SetProperties , FSOUND_SetLevels

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