Enum AudioEffectType
- Namespace
- VisioForge.Core.Types.AudioEffects
- Assembly
- VisioForge.Core.dll
Defines the types of audio effects that can be applied to an audio stream.
public enum AudioEffectTypeFields
Amplify = 0-
Increases the overall volume of the audio.
This effect applies a constant gain to the audio signal, making it louder or softer. It is useful for normalizing audio levels or boosting quiet recordings.
BandPass = 1-
Filters the audio, allowing only frequencies within a specific band to pass through.
A band-pass filter attenuates frequencies below a lower cutoff frequency and above an upper cutoff frequency. It effectively isolates a specific range of frequencies, which can be useful for simulating telephone lines or other limited-bandwidth systems.
ChannelOrder = 2-
Reorders the audio channels.
This effect allows mapping input channels to different output channels. For example, swapping left and right stereo channels or routing a specific channel to a different speaker in a surround sound setup.
DownMix = 3-
Mixes multiple audio channels down to a fewer number of channels (e.g., 5.1 to stereo).
Downmixing is essential when playing multi-channel content on stereo or mono playback systems. It ensures that all audio information is preserved and mixed appropriately into the available channels.
DynamicAmplify = 4-
Dynamically adjusts the amplification based on the audio signal's characteristics.
Also known as dynamic range compression, this effect reduces the volume of loud sounds and amplifies quiet sounds. It helps maintain a consistent volume level and prevents clipping or distortion.
Equalizer = 5-
Adjusts the balance between different frequency components of the audio.
An equalizer splits the audio spectrum into multiple frequency bands and allows independent gain control for each band. This allows users to tailor the sound to their preference or compensate for room acoustics and speaker characteristics.
Flanger = 6-
Creates a swirling, whooshing sound effect by mixing a delayed, phase-shifted copy of the signal with the original.
The flanger effect creates a characteristic "jet plane" sound. It is achieved by mixing two identical signals together, with one signal delayed by a small and gradually changing period, usually smaller than 20 milliseconds.
HighPass = 7-
Filters the audio, allowing only frequencies above a certain cutoff to pass through.
A high-pass filter attenuates frequencies below a specified cutoff frequency. It is commonly used to remove low-frequency rumble or noise from recordings.
LowPass = 8-
Filters the audio, allowing only frequencies below a certain cutoff to pass through.
A low-pass filter attenuates frequencies above a specified cutoff frequency. It is often used to remove high-frequency hiss or to create a muffled, underwater sound effect.
Notch = 9-
Filters the audio, attenuating frequencies within a very narrow band.
Also known as a band-stop or band-rejection filter. A notch filter is highly effective at removing specific unwanted frequencies, such as 60Hz mains hum or feedback whistles, without significantly affecting the rest of the audio.
PhaseInvert = 10-
Inverts the phase of the audio signal.
Phase inversion flips the audio waveform upside down. This is useful for correcting phase cancellation issues (e.g., when two microphones pick up the same sound source out of phase) or for creative sound design.
Phaser = 11-
Creates a sweeping, comb-filter effect by modulating the phase of the audio signal.
A phaser splits the audio signal into two paths. One path is treated with an all-pass filter, which preserves the amplitude of the original signal but alters the phase. The amount of phase change depends on the frequency. When signals from the two paths are mixed, constructive and destructive interference creates the sweeping effect.
PitchShift = 12-
Changes the pitch of the audio without significantly altering its tempo.
Pitch shifting allows raising or lowering the pitch of the audio. This is often used for voice disguise, correcting out-of-tune notes, or creating harmonies.
Sound3D = 13-
Creates a spatial audio effect, making the sound appear to come from different directions.
3D sound processing uses head-related transfer functions (HRTFs) and other psychoacoustic cues to simulate a specific location for sound sources in a 3D space, enhancing immersion in movies and games.
TrebleEnhancer = 14-
Enhances the treble frequencies in the audio.
This effect boosts the high-frequency content of the audio signal, adding brightness, clarity, and detail. It is useful for dull recordings or to compensate for high-frequency loss in playback systems.
TrueBass = 15-
Enhances the bass frequencies in the audio.
This effect boosts the low-frequency content, adding warmth, punch, and depth to the sound. It is particularly effective for music genres that rely heavily on bass, such as hip-hop and electronic music.
DMOChorus = 16-
Direct Media Object (DMO) Chorus effect.
The chorus effect simulates the sound of multiple voices or instruments performing in unison. It works by duplicating the audio signal, delaying it slightly, and modulating the pitch of the delayed signal.
DMOCompressor = 17-
Direct Media Object (DMO) Compressor effect, which reduces the dynamic range of the audio.
Compression reduces the volume of loud sounds and amplifies quiet sounds. It is a fundamental tool in audio mixing for controlling dynamics, adding sustain, and gluing mixes together.
DMODistortion = 18-
Direct Media Object (DMO) Distortion effect, which adds harmonic and inharmonic overtones.
Distortion adds grit and aggression to the sound by clipping the waveform. It is commonly used on electric guitars but can be applied to any audio source for creative effect.
DMOEcho = 19-
Direct Media Object (DMO) Echo effect, which creates repeating, decaying reflections of the sound.
Echo (or delay) repeats the input audio after a specified time interval. It adds space and depth to the sound, simulating the reflection of sound waves off distant surfaces.
DMOFlanger = 20-
Direct Media Object (DMO) Flanger effect.
Creates a sweeping sound effect similar to a jet plane passing. It mixes the original signal with a variable delayed copy, creating comb filtering effects.
DMOGargle = 21-
Direct Media Object (DMO) Gargle effect, which modulates the amplitude of the audio signal.
The gargle effect modulates the amplitude of the signal with a low-frequency oscillator, creating a tremolo or stuttering sound. The rate and shape of the modulation determine the character of the effect.
DMOI3DL2Reverb = 22-
Direct Media Object (DMO) I3DL2 Reverb effect, simulating reverberation in a 3D environment.
I3DL2 (Interactive 3D Audio Level 2) Reverb provides a standardized way to simulate environmental acoustics. It includes parameters for room size, damping, reflections, and more, allowing for realistic spatial simulation.
DMOParamEQ = 23-
Direct Media Object (DMO) Parametric EQ effect, allowing precise control over specific frequency bands.
A parametric equalizer offers flexible control over frequency, gain, and bandwidth (Q) for each band. It allows for surgical adjustments to the frequency response, making it ideal for correcting specific problems.
DMOWavesReverb = 24-
Direct Media Object (DMO) Waves Reverb effect, simulating the natural reverberation of sound in a space.
Waves Reverb simulates the complex pattern of sound reflections in a physical space. It adds a sense of depth and dimension to recordings, making them sound less dry and unnatural.
ParametricEQ = 25-
Parametric Equalizer effect, providing detailed control over frequency response.
Similar to the DMO Parametric EQ, this effect allows fine-tuning of the audio spectrum. It is a versatile tool for shaping the tonal balance of individual tracks or the entire mix.
Fade = 26-
Applies a fade-in or fade-out effect to the audio.
Fading gradually increases (fade-in) or decreases (fade-out) the volume of the audio. It is commonly used at the beginning and end of tracks to create smooth transitions.
Remarks
This enumeration lists various audio processing effects, ranging from basic adjustments like amplification and equalization to more complex effects such as flanger, phaser, and 3D sound. It also includes Direct Media Object (DMO) effects.