NSMBW-Decomp
A decompilation of New Super Mario Bros. Wii
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snd_FxReverbHiDpl2.h
1#ifndef NW4R_SND_FX_REVERB_HI_DPL2_H
2#define NW4R_SND_FX_REVERB_HI_DPL2_H
3#include "nw4r/snd/snd_AxfxImpl.h"
4#include "nw4r/snd/snd_FxBase.h"
5#include "nw4r/types_nw4r.h"
6#include <revolution/AXFX.h> // IWYU pragma: export
7
8namespace nw4r {
9namespace snd {
10
11class FxReverbHiDpl2 : public FxBase {
12public:
14 f32 preDelayTime; // at 0x0
15 f32 fusedTime; // at 0x4
16 f32 coloration; // at 0x8
17 f32 damping; // at 0xC
18 f32 crossTalk; // at 0x10
19 f32 outGain; // at 0x14
20 };
21
22public:
23 FxReverbHiDpl2();
24
25 virtual ~FxReverbHiDpl2() {
26 Shutdown();
27 ReleaseWorkBuffer();
28 } // at 0x8
29
30 virtual bool StartUp(); // at 0xC
31 virtual void Shutdown(); // at 0x10
32
33 virtual void UpdateBuffer(
34 int channels, void **ppBuffer, ulong size, SampleFormat format, f32 sampleRate,
35 OutputMode mode
36 ); // at 0x14
37
38 virtual bool AssignWorkBuffer(void *pBuffer, ulong size); // at 0x18
39 virtual void ReleaseWorkBuffer(); // at 0x1C
40
41 ulong GetRequiredMemSize();
42 bool SetParam(const ReverbHiDpl2Param &rParam);
43
44private:
45 detail::AxfxImpl mImpl; // at 0xC
46 ReverbHiDpl2Param mParam; // at 0x18
47 AXFX_REVERBHI_DPL2 mAxfxParam; // at 0x30
48};
49
50} // namespace snd
51} // namespace nw4r
52
53#endif