NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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snd_FxReverbHiDpl2.h
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#ifndef NW4R_SND_FX_REVERB_HI_DPL2_H
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#define NW4R_SND_FX_REVERB_HI_DPL2_H
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#include "nw4r/snd/snd_AxfxImpl.h"
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#include "nw4r/snd/snd_FxBase.h"
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#include "nw4r/types_nw4r.h"
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#include <revolution/AXFX.h>
// IWYU pragma: export
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namespace
nw4r {
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namespace
snd {
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class
FxReverbHiDpl2 :
public
FxBase
{
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public
:
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struct
ReverbHiDpl2Param
{
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f32 preDelayTime;
// at 0x0
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f32 fusedTime;
// at 0x4
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f32 coloration;
// at 0x8
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f32 damping;
// at 0xC
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f32 crossTalk;
// at 0x10
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f32 outGain;
// at 0x14
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};
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public
:
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FxReverbHiDpl2();
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virtual
~FxReverbHiDpl2() {
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Shutdown();
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ReleaseWorkBuffer();
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}
// at 0x8
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virtual
bool
StartUp();
// at 0xC
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virtual
void
Shutdown();
// at 0x10
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virtual
void
UpdateBuffer(
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int
channels,
void
**ppBuffer, ulong size, SampleFormat format, f32 sampleRate,
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OutputMode mode
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);
// at 0x14
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virtual
bool
AssignWorkBuffer(
void
*pBuffer, ulong size);
// at 0x18
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virtual
void
ReleaseWorkBuffer();
// at 0x1C
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ulong GetRequiredMemSize();
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bool
SetParam(
const
ReverbHiDpl2Param &rParam);
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private
:
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detail::AxfxImpl
mImpl;
// at 0xC
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ReverbHiDpl2Param mParam;
// at 0x18
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AXFX_REVERBHI_DPL2
mAxfxParam;
// at 0x30
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};
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}
// namespace snd
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}
// namespace nw4r
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#endif
nw4r::snd::FxBase
Definition
snd_FxBase.h:23
AXFX_REVERBHI_DPL2
Definition
AXFXReverbHiDpl2.h:9
nw4r::snd::FxReverbHiDpl2::ReverbHiDpl2Param
Definition
snd_FxReverbHiDpl2.h:13
nw4r::snd::detail::AxfxImpl
Definition
snd_AxfxImpl.h:11
include
lib
nw4r
snd
snd_FxReverbHiDpl2.h
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