Player::setVoiceFxBQF: Difference between revisions
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(Walkie Talkie (radio) effect example) |
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*'''fS:''' {{RageType|float}} A shelf slope parameter (linear, used only with Shelving filters) (0.1...1). Default = 0.0. When fS=1, the shelf slope is as steep as you can get it and remain monotonically increasing or decreasing gain with frequency. | *'''fS:''' {{RageType|float}} A shelf slope parameter (linear, used only with Shelving filters) (0.1...1). Default = 0.0. When fS=1, the shelf slope is as steep as you can get it and remain monotonically increasing or decreasing gain with frequency. | ||
*'''lChannel:''' {{RageType|int}} A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels. | *'''lChannel:''' {{RageType|int}} A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels. | ||
==Example== | |||
{{ClientsideCode| | |||
<pre> | |||
// Simple walkie talkie (radio) effect | |||
const bassBfxBqfLowpass = 0; | |||
const bassBfxBqfHighpass = 1; | |||
const bassBfxChannelAll = -1; | |||
const bfqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_BQF, 0); | |||
const peakEqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_PEAKEQ, 0); | |||
player.setVoiceFxBQF(bfqHandle, { | |||
lFilter: bassBfxBqfHighpass, | |||
fCenter: 900.0, | |||
fGain: 0.0, | |||
fBandwidth: 0.86, | |||
fQ: 0.0, | |||
fS: 0.0, | |||
lChannel: bassBfxChannelAll | |||
}); | |||
player.setVoiceFxBQF(bfqHandle, { | |||
lFilter: bassBfxBqfLowpass, | |||
fCenter: 1400.0, | |||
fGain: 0.0, | |||
fBandwidth: 0.83, | |||
fQ: 0.0, | |||
fS: 0.0, | |||
lChannel: bassBfxChannelAll | |||
}); | |||
player.setVoiceFxPeakEq(peakEqHandle, { | |||
lBand: 0, | |||
fBandwidth: 13.0f, | |||
fQ: 1070.0f, | |||
fCenter: 0.0f, | |||
fGain: 0.3f, | |||
lChannel: bassBfxChannelAll | |||
}); | |||
player.setVoiceFxPeakEq(peakEqHandle, { | |||
lBand: 1, | |||
fBandwidth: 13.0f, | |||
fQ: 1300.0f, | |||
fCenter: 0.0f, | |||
fGain: 0.4f, | |||
lChannel: bassBfxChannelAll | |||
}); | |||
</pre> | |||
}} | |||
[[Category:Clientside API]] | [[Category:Clientside API]] | ||
Revision as of 19:00, 17 October 2022
Syntax
player.setVoiceFxBQF(fxHandle, {
lFilter,
fCenter,
fGain,
fBandwidth,
fQ,
fS,
lChannel
});
Required Arguments
- fxHandle: int The effect handle.
- lFilter: int Defines which BiQuad filter should be used.
- fCenter: float Cut-off frequency (Center in PEAKINGEQ and Shelving filters) in Hz (1...info.freq/2). Default = 200Hz.
- fGain: float Gain in dB (-15...0...+15). Default 0dB (used only for PEAKINGEQ and Shelving filters).
- fBandwidth: float Bandwidth in octaves (0.1...4...n), Q is not in use (fBandwidth has priority over fQ). Default = 1 (0=not in use). The bandwidth in octaves (between -3 dB frequencies for for BANDPASS and NOTCH or between midpoint (dBgain/2) gain frequencies for PEAKINGEQ).
- fQ: float The EE kinda definition (linear), if fBandwidth is not in use (0.1...1). Default = 0.0 (0=not in use).
- fS: float A shelf slope parameter (linear, used only with Shelving filters) (0.1...1). Default = 0.0. When fS=1, the shelf slope is as steep as you can get it and remain monotonically increasing or decreasing gain with frequency.
- lChannel: int A BASSFXChan flag to define on which channels to apply the effect. Default: -1 (BASS_BFX_CHANALL) - all channels.
Example
Client-Side
// Simple walkie talkie (radio) effect
const bassBfxBqfLowpass = 0;
const bassBfxBqfHighpass = 1;
const bassBfxChannelAll = -1;
const bfqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_BQF, 0);
const peakEqHandle = player.setVoiceFx(BASSFXType.BASS_FX_BFX_PEAKEQ, 0);
player.setVoiceFxBQF(bfqHandle, {
lFilter: bassBfxBqfHighpass,
fCenter: 900.0,
fGain: 0.0,
fBandwidth: 0.86,
fQ: 0.0,
fS: 0.0,
lChannel: bassBfxChannelAll
});
player.setVoiceFxBQF(bfqHandle, {
lFilter: bassBfxBqfLowpass,
fCenter: 1400.0,
fGain: 0.0,
fBandwidth: 0.83,
fQ: 0.0,
fS: 0.0,
lChannel: bassBfxChannelAll
});
player.setVoiceFxPeakEq(peakEqHandle, {
lBand: 0,
fBandwidth: 13.0f,
fQ: 1070.0f,
fCenter: 0.0f,
fGain: 0.3f,
lChannel: bassBfxChannelAll
});
player.setVoiceFxPeakEq(peakEqHandle, {
lBand: 1,
fBandwidth: 13.0f,
fQ: 1300.0f,
fCenter: 0.0f,
fGain: 0.4f,
lChannel: bassBfxChannelAll
});