JD2022-TU1/data/EngineData/Helpers/Sound/ReverbPresets.ilu

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ReverbPresets={}
-- BIG CAVE REVERB
ReverbPresets["Big_Cave"] =
{
XAudio2ReflectionsDelay = 50, -- [0, 300] in ms
XAudio2ReverbDelay = 50, -- [0, 85] in ms
XAudio2RearDelay = 5, -- [0, 5] in ms
XAudio2PositionLeft = 0, -- [0, 30] no units
XAudio2PositionRight = 0, -- [0, 30] no units
XAudio2PositionMatrixLeft = 27, -- [0, 30] no units
XAudio2PositionMatrixRight = 27, -- [0, 30] no units
XAudio2EarlyDiffusion = 10, -- [0, 15] no units
XAudio2LateDiffusion = 10, -- [0, 15] no units
XAudio2LowEQGain = 3, -- [0, 12] no units
XAudio2LowEQCutoff = 1, -- [0, 9] no units
XAudio2HighEQGain = 0, -- [0, 8] no units
XAudio2HighEQCutoff = 3, -- [0, 14] no units
XAudio2RoomFilterFreq = 5000, -- [20, 20000] in Hz
XAudio2RoomFilterMain = 0, -- [-100, 0] in dB
XAudio2RoomFilterHF = -3, -- [-100, 0] in dB
XAudio2ReflectionsGain = 0, -- [-100, 20] in dB
XAudio2ReverbGain = -3, -- [-100, 20] in dB
XAudio2DecayTime = 4, -- [0.1, inf] in seconds
XAudio2Density = 100, -- [0, 100] (percentage)
XAudio2RoomSize = 100, -- [1, 100] in feet
XAudio2DisableLateField = 1, -- true to disable late field reflections
-- PS3 reverb params
PS3Room = 0, -- room (main) volume control in mB -10000 to 0 mB ( 100 mB == 1 dB )
PS3Room_HF = 0, -- high frequency content input in mB, at HF_reference -10000 to 0 mB
PS3Decay_time = 0.1, -- decay time of late reverberation in seconds 0.1 to 20 seconds
PS3Decay_HF_ratio = 0.1, -- ratio of high frequency decay in late reverb 0.1 to 2.0
PS3Reflections = 0, -- volume of early reflections in mB -10000 to 1000 mB
PS3Reflections_delay = 0, -- delay from input signal until first reflection 0.0 to 0.3 seconds
PS3Reverb = 0, -- volume of late reverb in mB -10000 to 2000 mB
PS3Reverb_delay = 0, -- delay from first reflection until late reverb 0.0 to 0.1 seconds
PS3Diffusion = 0, -- echo density in late reverberation 0 to 100 %
PS3Density = 0, -- modal density in late reverberation 0 to 100 %
PS3_HF_reference = 20, -- reference frequency for Room_HF and Decay_HF_ratio 20 to 20000 Hertz
PS3MixChannel = -1, -- channel index to crossfade / mix signal with for stereo -1 == off, 0 to 7 == mix chan
PS3EarlyReflectionPattern = 0, -- enum: CELL_MSFX_ROOM1_LEFT = 0, CELL_MSFX_ROOM1_RIGHT, CELL_MSFX_ROOM2_LEFT, CELL_MSFX_ROOM2_RIGHT, CELL_MSFX_ROOM3_LEFT, CELL_MSFX_ROOM3_RIGHT
PS3LateReverbPattern = 0, -- enum: CELL_MSFX_ROOM1_LATE_LEFT = 0, CELL_MSFX_ROOM1_LATE_RIGHT
PS3EarlyReflectionScaler = 0, -- scaler 0 -> 100% for early reflections. 0 == single reflection 100 == widely spread reflections
PS3_LF_reference = 20, -- reference low frequency 20 to 20000 Hertz
PS3_room_LF = 0, -- low frequency content input in mB, at LF_reference -10000 to 0 mB
-- AX (Wii/WiiU) reverb params
AXColoration = 0.8, -- Tunes the coefficients of the all-pass filter. Specify a value as 0.0 <= value <= 1.0. This number is used to simulate the acoustic properties of sound-reflective walls. In general, the smaller this value becomes, the coarser the reverberation density. In the opposite way, as this value increases the reverberation becomes more dense, but waveform interference may cause the high frequencies to stand out.
AXTime = 2.5, -- Time until reverb attenuates. Specify a value of 0.0 or greater (units of sec). Specifying 0.01 seconds for time can achieve simulation of an extremely small room. If time is set as 10.0 seconds, the simulation is that of a cathedral or stadium.
AXDamping = 0.5, -- Tunes the filter coefficient of the low-pass filter (LPF). Specify a value as 0.0 <= value <= 1.0. As this value approaches 0.0, the signal's low-frequency portion becomes its main content and reverb begins to stand out. In the opposite way, as this value approaches 1.0, the high-frequency portion of the signal is passed with less attenuation, and reverb becomes less noticeable.
AXPreDelay = 0.2, -- Time until reverb begins. Specify a value of 0.0 or greater (units of sec). When simulating a large room, specify a large value for preDelay. This increases the distance between the sound source and the sound-reflecting walls.
AXCrosstalk = 0.8, -- Sets the amount of interaction between channels. Specify a value as 0.0 <= value <= 1.0. If crosstalk is set to 0.0, the reverberation does not seep into other channels at all, and any interaction among the channels is eliminated. If set to a value larger than 0.0, the reverberation will seep into other channels. - Note: When Dolby Pro Logic II is selected for the output, sounds can seep between channels due to processing by the AX of the output received from the AXFX. This is true even when the value for crosstalk is set to 0 and, as far as the AXFX is concerned, there is no interaction between channels.
}
-- FOREST REVERB
ReverbPresets["Forest"] =
{
XAudio2ReflectionsDelay = 50, -- [0, 300] in ms
XAudio2ReverbDelay = 50, -- [0, 85] in ms
XAudio2RearDelay = 5, -- [0, 5] in ms
XAudio2PositionLeft = 0, -- [0, 30] no units
XAudio2PositionRight = 0, -- [0, 30] no units
XAudio2PositionMatrixLeft = 27, -- [0, 30] no units
XAudio2PositionMatrixRight = 27, -- [0, 30] no units
XAudio2EarlyDiffusion = 10, -- [0, 15] no units
XAudio2LateDiffusion = 10, -- [0, 15] no units
XAudio2LowEQGain = 3, -- [0, 12] no units
XAudio2LowEQCutoff = 1, -- [0, 9] no units
XAudio2HighEQGain = 0, -- [0, 8] no units
XAudio2HighEQCutoff = 3, -- [0, 14] no units
XAudio2RoomFilterFreq = 5000, -- [20, 20000] in Hz
XAudio2RoomFilterMain = 0, -- [-100, 0] in dB
XAudio2RoomFilterHF = -3, -- [-100, 0] in dB
XAudio2ReflectionsGain = 0, -- [-100, 20] in dB
XAudio2ReverbGain = -3, -- [-100, 20] in dB
XAudio2DecayTime = 4, -- [0.1, inf] in seconds
XAudio2Density = 100, -- [0, 100] (percentage)
XAudio2RoomSize = 100, -- [1, 100] in feet
XAudio2DisableLateField = 1, -- true to disable late field reflections
-- PS3 reverb params
PS3Room = 0, -- room (main) volume control in mB -10000 to 0 mB ( 100 mB == 1 dB )
PS3Room_HF = 0, -- high frequency content input in mB, at HF_reference -10000 to 0 mB
PS3Decay_time = 0.1, -- decay time of late reverberation in seconds 0.1 to 20 seconds
PS3Decay_HF_ratio = 0.1, -- ratio of high frequency decay in late reverb 0.1 to 2.0
PS3Reflections = 0, -- volume of early reflections in mB -10000 to 1000 mB
PS3Reflections_delay = 0, -- delay from input signal until first reflection 0.0 to 0.3 seconds
PS3Reverb = 0, -- volume of late reverb in mB -10000 to 2000 mB
PS3Reverb_delay = 0, -- delay from first reflection until late reverb 0.0 to 0.1 seconds
PS3Diffusion = 0, -- echo density in late reverberation 0 to 100 %
PS3Density = 0, -- modal density in late reverberation 0 to 100 %
PS3_HF_reference = 20, -- reference frequency for Room_HF and Decay_HF_ratio 20 to 20000 Hertz
PS3MixChannel = -1, -- channel index to crossfade / mix signal with for stereo -1 == off, 0 to 7 == mix chan
PS3EarlyReflectionPattern = 0, -- enum: CELL_MSFX_ROOM1_LEFT = 0, CELL_MSFX_ROOM1_RIGHT, CELL_MSFX_ROOM2_LEFT, CELL_MSFX_ROOM2_RIGHT, CELL_MSFX_ROOM3_LEFT, CELL_MSFX_ROOM3_RIGHT
PS3LateReverbPattern = 0, -- enum: CELL_MSFX_ROOM1_LATE_LEFT = 0, CELL_MSFX_ROOM1_LATE_RIGHT
PS3EarlyReflectionScaler = 0, -- scaler 0 -> 100% for early reflections. 0 == single reflection 100 == widely spread reflections
PS3_LF_reference = 20, -- reference low frequency 20 to 20000 Hertz
PS3_room_LF = 0, -- low frequency content input in mB, at LF_reference -10000 to 0 mB
-- AX (Wii/WiiU) reverb params
AXColoration = 0.3, -- Tunes the coefficients of the all-pass filter. Specify a value as 0.0 <= value <= 1.0. This number is used to simulate the acoustic properties of sound-reflective walls. In general, the smaller this value becomes, the coarser the reverberation density. In the opposite way, as this value increases the reverberation becomes more dense, but waveform interference may cause the high frequencies to stand out.
AXTime = 1.1, -- Time until reverb attenuates. Specify a value of 0.0 or greater (units of sec). Specifying 0.01 seconds for time can achieve simulation of an extremely small room. If time is set as 10.0 seconds, the simulation is that of a cathedral or stadium.
AXDamping = 0.35, -- Tunes the filter coefficient of the low-pass filter (LPF). Specify a value as 0.0 <= value <= 1.0. As this value approaches 0.0, the signal's low-frequency portion becomes its main content and reverb begins to stand out. In the opposite way, as this value approaches 1.0, the high-frequency portion of the signal is passed with less attenuation, and reverb becomes less noticeable.
AXPreDelay = 0.3, -- Time until reverb begins. Specify a value of 0.0 or greater (units of sec). When simulating a large room, specify a large value for preDelay. This increases the distance between the sound source and the sound-reflecting walls.
AXCrosstalk = 0.8, -- Sets the amount of interaction between channels. Specify a value as 0.0 <= value <= 1.0. If crosstalk is set to 0.0, the reverberation does not seep into other channels at all, and any interaction among the channels is eliminated. If set to a value larger than 0.0, the reverberation will seep into other channels. - Note: When Dolby Pro Logic II is selected for the output, sounds can seep between channels due to processing by the AX of the output received from the AXFX. This is true even when the value for crosstalk is set to 0 and, as far as the AXFX is concerned, there is no interaction between channels.
}
-- CAVE_02 REVERB
ReverbPresets["Cave_02"] =
{
XAudio2ReflectionsDelay = 50, -- [0, 300] in ms
XAudio2ReverbDelay = 50, -- [0, 85] in ms
XAudio2RearDelay = 5, -- [0, 5] in ms
XAudio2PositionLeft = 0, -- [0, 30] no units
XAudio2PositionRight = 0, -- [0, 30] no units
XAudio2PositionMatrixLeft = 27, -- [0, 30] no units
XAudio2PositionMatrixRight = 27, -- [0, 30] no units
XAudio2EarlyDiffusion = 10, -- [0, 15] no units
XAudio2LateDiffusion = 10, -- [0, 15] no units
XAudio2LowEQGain = 3, -- [0, 12] no units
XAudio2LowEQCutoff = 1, -- [0, 9] no units
XAudio2HighEQGain = 0, -- [0, 8] no units
XAudio2HighEQCutoff = 3, -- [0, 14] no units
XAudio2RoomFilterFreq = 5000, -- [20, 20000] in Hz
XAudio2RoomFilterMain = 0, -- [-100, 0] in dB
XAudio2RoomFilterHF = -3, -- [-100, 0] in dB
XAudio2ReflectionsGain = 0, -- [-100, 20] in dB
XAudio2ReverbGain = -3, -- [-100, 20] in dB
XAudio2DecayTime = 4, -- [0.1, inf] in seconds
XAudio2Density = 100, -- [0, 100] (percentage)
XAudio2RoomSize = 100, -- [1, 100] in feet
XAudio2DisableLateField = 1, -- true to disable late field reflections
-- PS3 reverb params
PS3Room = 0, -- room (main) volume control in mB -10000 to 0 mB ( 100 mB == 1 dB )
PS3Room_HF = 0, -- high frequency content input in mB, at HF_reference -10000 to 0 mB
PS3Decay_time = 0.1, -- decay time of late reverberation in seconds 0.1 to 20 seconds
PS3Decay_HF_ratio = 0.1, -- ratio of high frequency decay in late reverb 0.1 to 2.0
PS3Reflections = 0, -- volume of early reflections in mB -10000 to 1000 mB
PS3Reflections_delay = 0, -- delay from input signal until first reflection 0.0 to 0.3 seconds
PS3Reverb = 0, -- volume of late reverb in mB -10000 to 2000 mB
PS3Reverb_delay = 0, -- delay from first reflection until late reverb 0.0 to 0.1 seconds
PS3Diffusion = 0, -- echo density in late reverberation 0 to 100 %
PS3Density = 0, -- modal density in late reverberation 0 to 100 %
PS3_HF_reference = 20, -- reference frequency for Room_HF and Decay_HF_ratio 20 to 20000 Hertz
PS3MixChannel = -1, -- channel index to crossfade / mix signal with for stereo -1 == off, 0 to 7 == mix chan
PS3EarlyReflectionPattern = 0, -- enum: CELL_MSFX_ROOM1_LEFT = 0, CELL_MSFX_ROOM1_RIGHT, CELL_MSFX_ROOM2_LEFT, CELL_MSFX_ROOM2_RIGHT, CELL_MSFX_ROOM3_LEFT, CELL_MSFX_ROOM3_RIGHT
PS3LateReverbPattern = 0, -- enum: CELL_MSFX_ROOM1_LATE_LEFT = 0, CELL_MSFX_ROOM1_LATE_RIGHT
PS3EarlyReflectionScaler = 0, -- scaler 0 -> 100% for early reflections. 0 == single reflection 100 == widely spread reflections
PS3_LF_reference = 20, -- reference low frequency 20 to 20000 Hertz
PS3_room_LF = 0, -- low frequency content input in mB, at LF_reference -10000 to 0 mB
-- AX (Wii/WiiU) reverb params
AXColoration = 0.8, -- Tunes the coefficients of the all-pass filter. Specify a value as 0.0 <= value <= 1.0. This number is used to simulate the acoustic properties of sound-reflective walls. In general, the smaller this value becomes, the coarser the reverberation density. In the opposite way, as this value increases the reverberation becomes more dense, but waveform interference may cause the high frequencies to stand out.
AXTime = 5.0, -- Time until reverb attenuates. Specify a value of 0.0 or greater (units of sec). Specifying 0.01 seconds for time can achieve simulation of an extremely small room. If time is set as 10.0 seconds, the simulation is that of a cathedral or stadium.
AXDamping = 0.5, -- Tunes the filter coefficient of the low-pass filter (LPF). Specify a value as 0.0 <= value <= 1.0. As this value approaches 0.0, the signal's low-frequency portion becomes its main content and reverb begins to stand out. In the opposite way, as this value approaches 1.0, the high-frequency portion of the signal is passed with less attenuation, and reverb becomes less noticeable.
AXPreDelay = 0.05, -- Time until reverb begins. Specify a value of 0.0 or greater (units of sec). When simulating a large room, specify a large value for preDelay. This increases the distance between the sound source and the sound-reflecting walls.
AXCrosstalk = 0.8, -- Sets the amount of interaction between channels. Specify a value as 0.0 <= value <= 1.0. If crosstalk is set to 0.0, the reverberation does not seep into other channels at all, and any interaction among the channels is eliminated. If set to a value larger than 0.0, the reverberation will seep into other channels. - Note: When Dolby Pro Logic II is selected for the output, sounds can seep between channels due to processing by the AX of the output received from the AXFX. This is true even when the value for crosstalk is set to 0 and, as far as the AXFX is concerned, there is no interaction between channels.
}
-- OUTSIDE REVERB
ReverbPresets["Outside"] =
{
XAudio2ReflectionsDelay = 0, -- [0, 300] in ms
XAudio2ReverbDelay = 0, -- [0, 85] in ms
XAudio2RearDelay = 0, -- [0, 5] in ms
XAudio2PositionLeft = 0, -- [0, 30] no units
XAudio2PositionRight = 0, -- [0, 30] no units
XAudio2PositionMatrixLeft = 0, -- [0, 30] no units
XAudio2PositionMatrixRight = 0, -- [0, 30] no units
XAudio2EarlyDiffusion = 0, -- [0, 15] no units
XAudio2LateDiffusion = 0, -- [0, 15] no units
XAudio2LowEQGain = 0, -- [0, 12] no units
XAudio2LowEQCutoff = 0, -- [0, 9] no units
XAudio2HighEQGain = 0, -- [0, 8] no units
XAudio2HighEQCutoff = 0, -- [0, 14] no units
XAudio2RoomFilterFreq = 20, -- [20, 20000] in Hz
XAudio2RoomFilterMain = 0, -- [-100, 0] in dB
XAudio2RoomFilterHF = 0, -- [-100, 0] in dB
XAudio2ReflectionsGain = 0, -- [-100, 20] in dB
XAudio2ReverbGain = 0, -- [-100, 20] in dB
XAudio2DecayTime = 0.1, -- [0.1, inf] in seconds
XAudio2Density = 0, -- [0, 100] (percentage)
XAudio2RoomSize = 1, -- [1, 100] in feet
XAudio2DisableLateField = 1, -- true to disable late field reflections
-- PS3 reverb params
PS3Room = 0, -- room (main) volume control in mB -10000 to 0 mB ( 100 mB == 1 dB )
PS3Room_HF = 0, -- high frequency content input in mB, at HF_reference -10000 to 0 mB
PS3Decay_time = 0.1, -- decay time of late reverberation in seconds 0.1 to 20 seconds
PS3Decay_HF_ratio = 0.1, -- ratio of high frequency decay in late reverb 0.1 to 2.0
PS3Reflections = 0, -- volume of early reflections in mB -10000 to 1000 mB
PS3Reflections_delay = 0, -- delay from input signal until first reflection 0.0 to 0.3 seconds
PS3Reverb = 0, -- volume of late reverb in mB -10000 to 2000 mB
PS3Reverb_delay = 0, -- delay from first reflection until late reverb 0.0 to 0.1 seconds
PS3Diffusion = 0, -- echo density in late reverberation 0 to 100 %
PS3Density = 0, -- modal density in late reverberation 0 to 100 %
PS3_HF_reference = 20, -- reference frequency for Room_HF and Decay_HF_ratio 20 to 20000 Hertz
PS3MixChannel = -1, -- channel index to crossfade / mix signal with for stereo -1 == off, 0 to 7 == mix chan
PS3EarlyReflectionPattern = 0, -- enum: CELL_MSFX_ROOM1_LEFT = 0, CELL_MSFX_ROOM1_RIGHT, CELL_MSFX_ROOM2_LEFT, CELL_MSFX_ROOM2_RIGHT, CELL_MSFX_ROOM3_LEFT, CELL_MSFX_ROOM3_RIGHT
PS3LateReverbPattern = 0, -- enum: CELL_MSFX_ROOM1_LATE_LEFT = 0, CELL_MSFX_ROOM1_LATE_RIGHT
PS3EarlyReflectionScaler = 0, -- scaler 0 -> 100% for early reflections. 0 == single reflection 100 == widely spread reflections
PS3_LF_reference = 20, -- reference low frequency 20 to 20000 Hertz
PS3_room_LF = 0, -- low frequency content input in mB, at LF_reference -10000 to 0 mB
-- AX (Wii/WiiU) reverb params
AXColoration = 0, -- Tunes the coefficients of the all-pass filter. Specify a value as 0.0 <= value <= 1.0. This number is used to simulate the acoustic properties of sound-reflective walls. In general, the smaller this value becomes, the coarser the reverberation density. In the opposite way, as this value increases the reverberation becomes more dense, but waveform interference may cause the high frequencies to stand out.
AXTime = 0.1, -- Time until reverb attenuates. Specify a value of 0.0 or greater (units of sec). Specifying 0.01 seconds for time can achieve simulation of an extremely small room. If time is set as 10.0 seconds, the simulation is that of a cathedral or stadium.
AXDamping = 0, -- Tunes the filter coefficient of the low-pass filter (LPF). Specify a value as 0.0 <= value <= 1.0. As this value approaches 0.0, the signal's low-frequency portion becomes its main content and reverb begins to stand out. In the opposite way, as this value approaches 1.0, the high-frequency portion of the signal is passed with less attenuation, and reverb becomes less noticeable.
AXPreDelay = 0, -- Time until reverb begins. Specify a value of 0.0 or greater (units of sec). When simulating a large room, specify a large value for preDelay. This increases the distance between the sound source and the sound-reflecting walls.
AXCrosstalk = 0, -- Sets the amount of interaction between channels. Specify a value as 0.0 <= value <= 1.0. If crosstalk is set to 0.0, the reverberation does not seep into other channels at all, and any interaction among the channels is eliminated. If set to a value larger than 0.0, the reverberation will seep into other channels. - Note: When Dolby Pro Logic II is selected for the output, sounds can seep between channels due to processing by the AX of the output received from the AXFX. This is true even when the value for crosstalk is set to 0 and, as far as the AXFX is concerned, there is no interaction between channels.
}
function AddReverbPreset(aux, preset)
local node =
{
NAME="AuxReverbCommand",
AuxReverbCommand={}
}
node.AuxReverbCommand = ReverbPresets[preset]
node.AuxReverbCommand.aux = aux
return node
end