Class ZegoAudioAdvancedReverbParam
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- com.zego.zegoavkit2.audioprocessing.ZegoAudioAdvancedReverbParam
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public class ZegoAudioAdvancedReverbParam extends java.lang.Object
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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
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Constructor Summary
Constructors Constructor Description ZegoAudioAdvancedReverbParam()
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Field Detail
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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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.
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wetOnly
public boolean wetOnly
Wet Only
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