Class ZegoAudioAdvancedReverbParam

    • Field Summary

      Fields 
      Modifier and Type Field Description
      float dryGain
      Dry Gain (dB):[-20,10].
      float hfDamping
      Damping (%):[0,100].
      float preDelay
      Pre-delay (ms):[0~200].
      float reverberance
      Reverberance (%):[0,100].
      float roomSize
      Room Size (%): [0,100].Sets the size of the simulated room.
      float stereoWidth
      Stereo Width (%): [0,100].
      float toneHigh
      ToneHigh(%):[0,100].Setting this control below 100% reduces the high frequency components of the reverberation, creating a less "bright" effect.
      float toneLow
      ToneLow(%):[0,100].
      float wetGain
      Wet Gain (dB):[-20,10].
      boolean wetOnly
      Wet Only
    • Method Summary

      • Methods inherited from class java.lang.Object

        clone, equals, finalize, getClass, hashCode, notify, notifyAll, toString, wait, wait, wait
    • Field Detail

      • roomSize

        public float roomSize
        Room Size (%): [0,100].Sets the size of the simulated room. 0% is like a closet, 100% is like a huge cathedral or large auditorium. A high value will simulate the reverberation effect of a large room and a low value will simulate the effect of a small room.
      • preDelay

        public float preDelay
        Pre-delay (ms):[0~200]. Delays the onset of the reverberation for the set time after the start of the original input. This also delays the onset of the reverb tail. Careful adjustment of this parameter can improve the clarity of the result.
      • reverberance

        public float reverberance
        Reverberance (%):[0,100]. Sets the length of the reverberation tail. This determines how long the reverberation continues for after the original sound being reverbed comes to an end, and so simulates the "liveliness" of the room acoustics. For any given reverberance value, the tail will be greater for larger room sizes.
      • hfDamping

        public float hfDamping
        Damping (%):[0,100]. Increasing the damping produces a more "muted" effect. The reverberation does not build up as much, and the high frequencies decay faster than the low frequencies. Simulates the absorption of high frequencies in the reverberation.
      • toneLow

        public float toneLow
        ToneLow(%):[0,100]. Setting this control below 100% reduces the low frequency components of the reverberation, creating a less "boomy" effect.
      • toneHigh

        public float toneHigh
        ToneHigh(%):[0,100].Setting this control below 100% reduces the high frequency components of the reverberation, creating a less "bright" effect.
      • wetGain

        public float wetGain
        Wet Gain (dB):[-20,10]. Applies volume adjustment to the reverberation ("wet") component in the mix. Increasing this value relative to the "Dry Gain" (below) increases the strength of the reverb.
      • dryGain

        public float dryGain
        Dry Gain (dB):[-20,10]. Applies volume adjustment to the original ("dry") audio in the mix. Increasing this value relative to the "Wet Gain" (above) reduces the strength of the reverb. If the Wet Gain and Dry Gain values are the same, then the mix of wet effect and dry audio to be output to the track will be made louder or softer by exactly this value.
      • stereoWidth

        public float stereoWidth
        Stereo Width (%): [0,100]. Sets the apparent "width" of the Reverb effect for stereo tracks only. Increasing this value applies more variation between left and right channels, creating a more "spacious" effect. When set at zero, the effect is applied independently to left and right channels.
      • wetOnly

        public boolean wetOnly
        Wet Only
    • Constructor Detail

      • ZegoAudioAdvancedReverbParam

        public ZegoAudioAdvancedReverbParam()