This function sets the parameter of a sound effect.
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Note: Using this function on a player voice sound element is not supported at this time.
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Syntax
bool setSoundEffectParameter ( element sound, string effectName, string effectParam, var paramValue )
OOP Syntax Help! I don't understand this!
- Method: sound:setEffectParameter(...)
Required Arguments
- sound: the sound element.
- effectName: the name of the effect whose parameter you want to change.
- gargle
- compressor
- echo
- i3dl2reverb
- distortion
- chorus
- parameq
- reverb
- flanger
- effectParam: the parameter name.
- paramValue: the parameter value.
Returns
Returns true if everything went well, error is raised otherwise.
Effects Parameters
Chorus
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http://www.un4seen.com/doc/#bass/BASS_DX8_CHORUS.html
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Parameter |
Type |
Default value |
Valid range |
Description
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wetDryMix |
float |
50 |
0-100
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Ratio of wet (processed) signal to dry (unprocessed) signal.
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depth |
float |
10 |
0-100
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Percentage by which the delay time is modulated by the low-frequency oscillator (LFO).
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feedback |
float |
25 |
-99-99
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Percentage of output signal to feed back into the effect's input.
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frequency |
float |
1.1 |
0-10
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Frequency of the LFO.
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waveform |
int |
1 |
0-1
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Waveform of the LFO... 0 = triangle, 1 = sine.
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delay |
float |
16 |
0-20 (ms)
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Number of milliseconds the input is delayed before it is played back.
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phase |
int |
1 |
0-4
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Phase differential between left and right LFOs.
- 0: -180
- 1: -90
- 2: 0
- 3: 90
- 4: 180
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Compressor
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http://www.un4seen.com/doc/#bass/BASS_DX8_COMPRESSOR.html
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Parameter |
Type |
Default value |
Valid range |
Description
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gain |
float |
0 |
-60-60 (dB)
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Output gain of signal after compression.
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attack |
float |
10
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0.01-500 (ms)
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Time before compression reaches its full value.
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release |
float |
200 |
50-3000 (ms)
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Speed at which compression is stopped after input drops below threshold.
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threshold |
float |
-20 |
-60-0 (dB)
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Point at which compression begins.
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ratio |
float |
3 |
1-100
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Compression ratio.
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predelay |
int |
4 (ms) |
0-4
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Time after threshold is reached before attack phase is started.
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Distortion
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http://www.un4seen.com/doc/#bass/BASS_DX8_DISTORTION.html
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Parameter |
Type |
Default value |
Valid range |
Description
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gain |
float |
-18 |
-60-0 (dB)
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Amount of signal change after distortion.
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edge |
float |
15 |
0-100
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Percentage of distortion intensity.
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postEQCenterFrequency |
float |
2400
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100-8000 (Hz)
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Center frequency of harmonic content addition.
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postEQBandwidth |
float |
2400 |
100-8000 (Hz)
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Width of frequency band that determines range of harmonic content addition.
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preLowpassCutoff |
float |
8000 |
100-8000 (Hz)
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Filter cutoff for high-frequency harmonics attenuation.
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Echo
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http://www.un4seen.com/doc/#bass/BASS_DX8_ECHO.html
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Parameter |
Type |
Default value |
Valid range |
Description
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wetDryMix |
float |
50 |
0-100
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Ratio of wet (processed) signal to dry (unprocessed) signal.
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feedback |
float |
50 |
0-100
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Percentage of output fed back into input.
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leftDelay |
float |
500
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1-2000 (ms)
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Delay for left channel.
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rightDelay |
float |
500 |
1-2000 (ms)
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Delay for right channel.
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panDelay |
bool |
false |
false, true
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Value that specifies whether to swap left and right delays with each successive echo.
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Flanger
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http://www.un4seen.com/doc/#bass/BASS_DX8_FLANGER.html
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Parameter |
Type |
Default value |
Valid range |
Description
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wetDryMix |
float |
50 |
0-100
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Ratio of wet (processed) signal to dry (unprocessed) signal.
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depth |
float |
100 |
0-100
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Percentage by which the delay time is modulated by the low-frequency oscillator (LFO).
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feedback |
float |
-50 |
-99-99
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Percentage of output signal to feed back into the effect's input.
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frequency |
float |
0.25 |
0-10
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Frequency of the LFO.
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waveform |
int |
1 |
0-1
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Waveform of the LFO... 0 = triangle, 1 = sine.
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delay |
float |
2 |
0-4 (ms)
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Number of milliseconds the input is delayed before it is played back.
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phase |
int |
2 |
0-4
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Phase differential between left and right LFOs.
- 0: -180
- 1: -90
- 2: 0
- 3: 90
- 4: 180
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I3DL2 Reverb
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http://www.un4seen.com/doc/#bass/BASS_DX8_I3DL2REVERB.html
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Parameter |
Type |
Default value |
Valid range |
Description
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room |
int |
-1000 |
-10000-0 (mB)
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Attenuation of the room effect.
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roomHF |
int |
-100 |
-10000-0 (mB)
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Attenuation of the room high-frequency effect.
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roomRolloffFactor |
float |
0 |
0-10
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Rolloff factor for the reflected signals.
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decayTime |
float |
1.49 |
0.1-20 (s)
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Decay time.
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decayHFRatio |
int |
0.83 |
0.1-2
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Ratio of the decay time at high frequencies to the decay time at low frequencies.
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reflections |
int |
-2602 |
-10000-1000 (mB)
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Attenuation of early reflections relative to room.
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reflectionsDelay |
float |
0.007 |
0-0.3 (s)
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Delay time of the first reflection relative to the direct path.
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reverb |
int |
200
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-10000-2000 (mB)
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Attenuation of late reverberation relative to room.
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reverbDelay |
float |
0.011 |
0-0.1 (s)
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Time limit between the early reflections and the late reverberation relative to the time of the first reflection.
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diffusion |
float |
100 |
0-100
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Echo density in the late reverberation decay.
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density |
float |
100 |
0-100
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Modal density in the late reverberation decay.
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HFReference |
float |
5000 |
20-20000 (Hz)
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Delay time of the first reflection relative to the direct path.
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Parametric Equalizer
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http://www.un4seen.com/doc/#bass/BASS_DX8_PARAMEQ.html
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Parameter |
Type |
Default value |
Valid range |
Description
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center |
float |
0 |
80-16000 (Hz)
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Center frequency.
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bandwidth |
float |
12
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1-36
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Bandwidth, in semitones.
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gain |
float |
0 |
-15-15 (dB)
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Output gain of signal.
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Reverb
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http://www.un4seen.com/doc/#bass/BASS_DX8_REVERB.html
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Parameter |
Type |
Default value |
Valid range |
Description
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inGain |
float |
0 |
-96-0 (dB)
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Input gain of signal.
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reverbMix |
float |
0
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-96-0 (dB)
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Reverb mix.
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reverbTime |
float |
1000 |
0.001-3000 (ms)
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Reverb time.
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highFreqRTRatio |
float |
0.001 |
0.001-0.999 (ms)
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High-frequency reverb time ratio.
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Requirements
This template will be deleted.
Example
local sound = playSound3D("music.mp3", 0, 0, 10)
setSoundEffectEnabled(sound, "echo", true)
setSoundEffectParameter(sound, "echo", "wetDryMix", 80)
setSoundEffectParameter(sound, "echo", "feedback", 30)
See Also