csgo-2018-source/thirdparty/dxsdk/include/xaudio2fx.h
2021-07-24 21:11:47 -07:00

432 lines
21 KiB
C

/**************************************************************************
*
* Copyright (c) Microsoft Corporation. All rights reserved.
*
* File: xaudio2fx.h
* Content: Declarations for the audio effects included with XAudio2.
*
**************************************************************************/
#ifndef __XAUDIO2FX_INCLUDED__
#define __XAUDIO2FX_INCLUDED__
/**************************************************************************
*
* XAudio2 effect class IDs.
*
**************************************************************************/
#include "comdecl.h" // For DEFINE_CLSID and DEFINE_IID
// XAudio 2.0 (March 2008 SDK)
//DEFINE_CLSID(AudioVolumeMeter, C0C56F46, 29B1, 44E9, 99, 39, A3, 2C, E8, 68, 67, E2);
//DEFINE_CLSID(AudioVolumeMeter_Debug, C0C56F46, 29B1, 44E9, 99, 39, A3, 2C, E8, 68, 67, DB);
//DEFINE_CLSID(AudioReverb, 6F6EA3A9, 2CF5, 41CF, 91, C1, 21, 70, B1, 54, 00, 63);
//DEFINE_CLSID(AudioReverb_Debug, 6F6EA3A9, 2CF5, 41CF, 91, C1, 21, 70, B1, 54, 00, DB);
// XAudio 2.1 (June 2008 SDK)
//DEFINE_CLSID(AudioVolumeMeter, c1e3f122, a2ea, 442c, 85, 4f, 20, d9, 8f, 83, 57, a1);
//DEFINE_CLSID(AudioVolumeMeter_Debug, 6d97a461, b02d, 48ae, b5, 43, 82, bc, 35, fd, fa, e2);
//DEFINE_CLSID(AudioReverb, f4769300, b949, 4df9, b3, 33, 00, d3, 39, 32, e9, a6);
//DEFINE_CLSID(AudioReverb_Debug, aea2cabc, 8c7c, 46aa, ba, 44, 0e, 6d, 75, 88, a1, f2);
// XAudio 2.2 (August 2008 SDK)
//DEFINE_CLSID(AudioVolumeMeter, f5ca7b34, 8055, 42c0, b8, 36, 21, 61, 29, eb, 7e, 30);
//DEFINE_CLSID(AudioVolumeMeter_Debug, f796f5f7, 6059, 4a9f, 98, 2d, 61, ee, c2, ed, 67, ca);
//DEFINE_CLSID(AudioReverb, 629cf0de, 3ecc, 41e7, 99, 26, f7, e4, 3e, eb, ec, 51);
//DEFINE_CLSID(AudioReverb_Debug, 4aae4299, 3260, 46d4, 97, cc, 6c, c7, 60, c8, 53, 29);
// XAudio 2.3 (November 2008 SDK)
//DEFINE_CLSID(AudioVolumeMeter, e180344b, ac83, 4483, 95, 9e, 18, a5, c5, 6a, 5e, 19);
//DEFINE_CLSID(AudioVolumeMeter_Debug, 922a0a56, 7d13, 40ae, a4, 81, 3c, 6c, 60, f1, 14, 01);
//DEFINE_CLSID(AudioReverb, 9cab402c, 1d37, 44b4, 88, 6d, fa, 4f, 36, 17, 0a, 4c);
//DEFINE_CLSID(AudioReverb_Debug, eadda998, 3be6, 4505, 84, be, ea, 06, 36, 5d, b9, 6b);
// XAudio 2.4 (March 2009 SDK)
//DEFINE_CLSID(AudioVolumeMeter, c7338b95, 52b8, 4542, aa, 79, 42, eb, 01, 6c, 8c, 1c);
//DEFINE_CLSID(AudioVolumeMeter_Debug, 524bd872, 5c0b, 4217, bd, b8, 0a, 86, 81, 83, 0b, a5);
//DEFINE_CLSID(AudioReverb, 8bb7778b, 645b, 4475, 9a, 73, 1d, e3, 17, 0b, d3, af);
//DEFINE_CLSID(AudioReverb_Debug, da7738a2, cd0c, 4367, 9a, ac, d7, ea, d7, c6, 4f, 98);
// XAudio 2.5 (March 2009 SDK)
//DEFINE_CLSID(AudioVolumeMeter, 2139e6da, c341, 4774, 9a, c3, b4, e0, 26, 34, 7f, 64);
//DEFINE_CLSID(AudioVolumeMeter_Debug, a5cc4e13, ca00, 416b, a6, ee, 49, fe, e7, b5, 43, d0);
//DEFINE_CLSID(AudioReverb, d06df0d0, 8518, 441e, 82, 2f, 54, 51, d5, c5, 95, b8);
//DEFINE_CLSID(AudioReverb_Debug, 613604ec, 304c, 45ec, a4, ed, 7a, 1c, 61, 2e, 9e, 72);
// XAudio 2.6 (February 2010 SDK)
//DEFINE_CLSID(AudioVolumeMeter, e48c5a3f, 93ef, 43bb, a0, 92, 2c, 7c, eb, 94, 6f, 27);
//DEFINE_CLSID(AudioVolumeMeter_Debug, 9a9eaef7, a9e0, 4088, 9b, 1b, 9c, a0, 3a, 1a, ec, d4);
//DEFINE_CLSID(AudioReverb, cecec95a, d894, 491a, be, e3, 5e, 10, 6f, b5, 9f, 2d);
//DEFINE_CLSID(AudioReverb_Debug, 99a1c72e, 364c, 4c1b, 96, 23, fd, 5c, 8a, bd, 90, c7);
// XAudio 2.7 (June 2010 SDK)
DEFINE_CLSID(AudioVolumeMeter, cac1105f, 619b, 4d04, 83, 1a, 44, e1, cb, f1, 2d, 57);
DEFINE_CLSID(AudioVolumeMeter_Debug, 2d9a0f9c, e67b, 4b24, ab, 44, 92, b3, e7, 70, c0, 20);
DEFINE_CLSID(AudioReverb, 6a93130e, 1d53, 41d1, a9, cf, e7, 58, 80, 0b, b1, 79);
DEFINE_CLSID(AudioReverb_Debug, c4f82dd4, cb4e, 4ce1, 8b, db, ee, 32, d4, 19, 82, 69);
// Ignore the rest of this header if only the GUID definitions were requested
#ifndef GUID_DEFS_ONLY
#ifdef _XBOX
#include <xobjbase.h> // Xbox COM declarations (IUnknown, etc)
#else
#include <objbase.h> // Windows COM declarations
#endif
#include <math.h> // For log10()
// All structures defined in this file should use tight packing
#pragma pack(push, 1)
/**************************************************************************
*
* Effect creation functions. On Windows, these are just inline functions
* that call CoCreateInstance and Initialize; the XAUDIO2FX_DEBUG flag can
* be used to select the debug version of the effects. On Xbox, these map
* to real functions included in xaudio2.lib, and the XAUDIO2FX_DEBUG flag
* is ignored; the application must link with the debug library to use the
* debug functionality.
*
**************************************************************************/
// Use default values for some parameters if building C++ code
#ifdef __cplusplus
#define DEFAULT(x) =x
#else
#define DEFAULT(x)
#endif
#define XAUDIO2FX_DEBUG 1 // To select the debug version of an effect
#ifdef _XBOX
STDAPI CreateAudioVolumeMeter(__deref_out IUnknown** ppApo);
STDAPI CreateAudioReverb(__deref_out IUnknown** ppApo);
__inline HRESULT XAudio2CreateVolumeMeter(__deref_out IUnknown** ppApo, UINT32 /*Flags*/ DEFAULT(0))
{
return CreateAudioVolumeMeter(ppApo);
}
__inline HRESULT XAudio2CreateReverb(__deref_out IUnknown** ppApo, UINT32 /*Flags*/ DEFAULT(0))
{
return CreateAudioReverb(ppApo);
}
#else // Windows
__inline HRESULT XAudio2CreateVolumeMeter(__deref_out IUnknown** ppApo, UINT32 Flags DEFAULT(0))
{
#ifdef __cplusplus
return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? __uuidof(AudioVolumeMeter_Debug)
: __uuidof(AudioVolumeMeter),
NULL, CLSCTX_INPROC_SERVER, __uuidof(IUnknown), (void**)ppApo);
#else
return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? &CLSID_AudioVolumeMeter_Debug
: &CLSID_AudioVolumeMeter,
NULL, CLSCTX_INPROC_SERVER, &IID_IUnknown, (void**)ppApo);
#endif
}
__inline HRESULT XAudio2CreateReverb(__deref_out IUnknown** ppApo, UINT32 Flags DEFAULT(0))
{
#ifdef __cplusplus
return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? __uuidof(AudioReverb_Debug)
: __uuidof(AudioReverb),
NULL, CLSCTX_INPROC_SERVER, __uuidof(IUnknown), (void**)ppApo);
#else
return CoCreateInstance((Flags & XAUDIO2FX_DEBUG) ? &CLSID_AudioReverb_Debug
: &CLSID_AudioReverb,
NULL, CLSCTX_INPROC_SERVER, &IID_IUnknown, (void**)ppApo);
#endif
}
#endif // #ifdef _XBOX
/**************************************************************************
*
* Volume meter parameters.
* The volume meter supports FLOAT32 audio formats and must be used in-place.
*
**************************************************************************/
// XAUDIO2FX_VOLUMEMETER_LEVELS: Receives results from GetEffectParameters().
// The user is responsible for allocating pPeakLevels, pRMSLevels, and
// initializing ChannelCount accordingly.
// The volume meter does not support SetEffectParameters().
typedef struct XAUDIO2FX_VOLUMEMETER_LEVELS
{
float* pPeakLevels; // Peak levels table: receives maximum absolute level for each channel
// over a processing pass; may be NULL if pRMSLevls != NULL,
// otherwise must have at least ChannelCount elements.
float* pRMSLevels; // Root mean square levels table: receives RMS level for each channel
// over a processing pass; may be NULL if pPeakLevels != NULL,
// otherwise must have at least ChannelCount elements.
UINT32 ChannelCount; // Number of channels being processed by the volume meter APO
} XAUDIO2FX_VOLUMEMETER_LEVELS;
/**************************************************************************
*
* Reverb parameters.
* The reverb supports only FLOAT32 audio with the following channel
* configurations:
* Input: Mono Output: Mono
* Input: Mono Output: 5.1
* Input: Stereo Output: Stereo
* Input: Stereo Output: 5.1
* The framerate must be within [20000, 48000] Hz.
*
* When using mono input, delay filters associated with the right channel
* are not executed. In this case, parameters such as PositionRight and
* PositionMatrixRight have no effect. This also means the reverb uses
* less CPU when hosted in a mono submix.
*
**************************************************************************/
#define XAUDIO2FX_REVERB_MIN_FRAMERATE 20000
#define XAUDIO2FX_REVERB_MAX_FRAMERATE 48000
// XAUDIO2FX_REVERB_PARAMETERS: Native parameter set for the reverb effect
typedef struct XAUDIO2FX_REVERB_PARAMETERS
{
// ratio of wet (processed) signal to dry (original) signal
float WetDryMix; // [0, 100] (percentage)
// Delay times
UINT32 ReflectionsDelay; // [0, 300] in ms
BYTE ReverbDelay; // [0, 85] in ms
BYTE RearDelay; // [0, 5] in ms
// Indexed parameters
BYTE PositionLeft; // [0, 30] no units
BYTE PositionRight; // [0, 30] no units, ignored when configured to mono
BYTE PositionMatrixLeft; // [0, 30] no units
BYTE PositionMatrixRight; // [0, 30] no units, ignored when configured to mono
BYTE EarlyDiffusion; // [0, 15] no units
BYTE LateDiffusion; // [0, 15] no units
BYTE LowEQGain; // [0, 12] no units
BYTE LowEQCutoff; // [0, 9] no units
BYTE HighEQGain; // [0, 8] no units
BYTE HighEQCutoff; // [0, 14] no units
// Direct parameters
float RoomFilterFreq; // [20, 20000] in Hz
float RoomFilterMain; // [-100, 0] in dB
float RoomFilterHF; // [-100, 0] in dB
float ReflectionsGain; // [-100, 20] in dB
float ReverbGain; // [-100, 20] in dB
float DecayTime; // [0.1, inf] in seconds
float Density; // [0, 100] (percentage)
float RoomSize; // [1, 100] in feet
} XAUDIO2FX_REVERB_PARAMETERS;
// Maximum, minimum and default values for the parameters above
#define XAUDIO2FX_REVERB_MIN_WET_DRY_MIX 0.0f
#define XAUDIO2FX_REVERB_MIN_REFLECTIONS_DELAY 0
#define XAUDIO2FX_REVERB_MIN_REVERB_DELAY 0
#define XAUDIO2FX_REVERB_MIN_REAR_DELAY 0
#define XAUDIO2FX_REVERB_MIN_POSITION 0
#define XAUDIO2FX_REVERB_MIN_DIFFUSION 0
#define XAUDIO2FX_REVERB_MIN_LOW_EQ_GAIN 0
#define XAUDIO2FX_REVERB_MIN_LOW_EQ_CUTOFF 0
#define XAUDIO2FX_REVERB_MIN_HIGH_EQ_GAIN 0
#define XAUDIO2FX_REVERB_MIN_HIGH_EQ_CUTOFF 0
#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_FREQ 20.0f
#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_MAIN -100.0f
#define XAUDIO2FX_REVERB_MIN_ROOM_FILTER_HF -100.0f
#define XAUDIO2FX_REVERB_MIN_REFLECTIONS_GAIN -100.0f
#define XAUDIO2FX_REVERB_MIN_REVERB_GAIN -100.0f
#define XAUDIO2FX_REVERB_MIN_DECAY_TIME 0.1f
#define XAUDIO2FX_REVERB_MIN_DENSITY 0.0f
#define XAUDIO2FX_REVERB_MIN_ROOM_SIZE 0.0f
#define XAUDIO2FX_REVERB_MAX_WET_DRY_MIX 100.0f
#define XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY 300
#define XAUDIO2FX_REVERB_MAX_REVERB_DELAY 85
#define XAUDIO2FX_REVERB_MAX_REAR_DELAY 5
#define XAUDIO2FX_REVERB_MAX_POSITION 30
#define XAUDIO2FX_REVERB_MAX_DIFFUSION 15
#define XAUDIO2FX_REVERB_MAX_LOW_EQ_GAIN 12
#define XAUDIO2FX_REVERB_MAX_LOW_EQ_CUTOFF 9
#define XAUDIO2FX_REVERB_MAX_HIGH_EQ_GAIN 8
#define XAUDIO2FX_REVERB_MAX_HIGH_EQ_CUTOFF 14
#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_FREQ 20000.0f
#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_MAIN 0.0f
#define XAUDIO2FX_REVERB_MAX_ROOM_FILTER_HF 0.0f
#define XAUDIO2FX_REVERB_MAX_REFLECTIONS_GAIN 20.0f
#define XAUDIO2FX_REVERB_MAX_REVERB_GAIN 20.0f
#define XAUDIO2FX_REVERB_MAX_DENSITY 100.0f
#define XAUDIO2FX_REVERB_MAX_ROOM_SIZE 100.0f
#define XAUDIO2FX_REVERB_DEFAULT_WET_DRY_MIX 100.0f
#define XAUDIO2FX_REVERB_DEFAULT_REFLECTIONS_DELAY 5
#define XAUDIO2FX_REVERB_DEFAULT_REVERB_DELAY 5
#define XAUDIO2FX_REVERB_DEFAULT_REAR_DELAY 5
#define XAUDIO2FX_REVERB_DEFAULT_POSITION 6
#define XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX 27
#define XAUDIO2FX_REVERB_DEFAULT_EARLY_DIFFUSION 8
#define XAUDIO2FX_REVERB_DEFAULT_LATE_DIFFUSION 8
#define XAUDIO2FX_REVERB_DEFAULT_LOW_EQ_GAIN 8
#define XAUDIO2FX_REVERB_DEFAULT_LOW_EQ_CUTOFF 4
#define XAUDIO2FX_REVERB_DEFAULT_HIGH_EQ_GAIN 8
#define XAUDIO2FX_REVERB_DEFAULT_HIGH_EQ_CUTOFF 4
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_FREQ 5000.0f
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_MAIN 0.0f
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_FILTER_HF 0.0f
#define XAUDIO2FX_REVERB_DEFAULT_REFLECTIONS_GAIN 0.0f
#define XAUDIO2FX_REVERB_DEFAULT_REVERB_GAIN 0.0f
#define XAUDIO2FX_REVERB_DEFAULT_DECAY_TIME 1.0f
#define XAUDIO2FX_REVERB_DEFAULT_DENSITY 100.0f
#define XAUDIO2FX_REVERB_DEFAULT_ROOM_SIZE 100.0f
// XAUDIO2FX_REVERB_I3DL2_PARAMETERS: Parameter set compliant with the I3DL2 standard
typedef struct XAUDIO2FX_REVERB_I3DL2_PARAMETERS
{
// ratio of wet (processed) signal to dry (original) signal
float WetDryMix; // [0, 100] (percentage)
// Standard I3DL2 parameters
INT32 Room; // [-10000, 0] in mB (hundredths of decibels)
INT32 RoomHF; // [-10000, 0] in mB (hundredths of decibels)
float RoomRolloffFactor; // [0.0, 10.0]
float DecayTime; // [0.1, 20.0] in seconds
float DecayHFRatio; // [0.1, 2.0]
INT32 Reflections; // [-10000, 1000] in mB (hundredths of decibels)
float ReflectionsDelay; // [0.0, 0.3] in seconds
INT32 Reverb; // [-10000, 2000] in mB (hundredths of decibels)
float ReverbDelay; // [0.0, 0.1] in seconds
float Diffusion; // [0.0, 100.0] (percentage)
float Density; // [0.0, 100.0] (percentage)
float HFReference; // [20.0, 20000.0] in Hz
} XAUDIO2FX_REVERB_I3DL2_PARAMETERS;
// ReverbConvertI3DL2ToNative: Utility function to map from I3DL2 to native parameters
__inline void ReverbConvertI3DL2ToNative
(
__in const XAUDIO2FX_REVERB_I3DL2_PARAMETERS* pI3DL2,
__out XAUDIO2FX_REVERB_PARAMETERS* pNative
)
{
float reflectionsDelay;
float reverbDelay;
// RoomRolloffFactor is ignored
// These parameters have no equivalent in I3DL2
pNative->RearDelay = XAUDIO2FX_REVERB_DEFAULT_REAR_DELAY; // 5
pNative->PositionLeft = XAUDIO2FX_REVERB_DEFAULT_POSITION; // 6
pNative->PositionRight = XAUDIO2FX_REVERB_DEFAULT_POSITION; // 6
pNative->PositionMatrixLeft = XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX; // 27
pNative->PositionMatrixRight = XAUDIO2FX_REVERB_DEFAULT_POSITION_MATRIX; // 27
pNative->RoomSize = XAUDIO2FX_REVERB_DEFAULT_ROOM_SIZE; // 100
pNative->LowEQCutoff = 4;
pNative->HighEQCutoff = 6;
// The rest of the I3DL2 parameters map to the native property set
pNative->RoomFilterMain = (float)pI3DL2->Room / 100.0f;
pNative->RoomFilterHF = (float)pI3DL2->RoomHF / 100.0f;
if (pI3DL2->DecayHFRatio >= 1.0f)
{
INT32 index = (INT32)(-4.0 * log10(pI3DL2->DecayHFRatio));
if (index < -8) index = -8;
pNative->LowEQGain = (BYTE)((index < 0) ? index + 8 : 8);
pNative->HighEQGain = 8;
pNative->DecayTime = pI3DL2->DecayTime * pI3DL2->DecayHFRatio;
}
else
{
INT32 index = (INT32)(4.0 * log10(pI3DL2->DecayHFRatio));
if (index < -8) index = -8;
pNative->LowEQGain = 8;
pNative->HighEQGain = (BYTE)((index < 0) ? index + 8 : 8);
pNative->DecayTime = pI3DL2->DecayTime;
}
reflectionsDelay = pI3DL2->ReflectionsDelay * 1000.0f;
if (reflectionsDelay >= XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY) // 300
{
reflectionsDelay = (float)(XAUDIO2FX_REVERB_MAX_REFLECTIONS_DELAY - 1);
}
else if (reflectionsDelay <= 1)
{
reflectionsDelay = 1;
}
pNative->ReflectionsDelay = (UINT32)reflectionsDelay;
reverbDelay = pI3DL2->ReverbDelay * 1000.0f;
if (reverbDelay >= XAUDIO2FX_REVERB_MAX_REVERB_DELAY) // 85
{
reverbDelay = (float)(XAUDIO2FX_REVERB_MAX_REVERB_DELAY - 1);
}
pNative->ReverbDelay = (BYTE)reverbDelay;
pNative->ReflectionsGain = pI3DL2->Reflections / 100.0f;
pNative->ReverbGain = pI3DL2->Reverb / 100.0f;
pNative->EarlyDiffusion = (BYTE)(15.0f * pI3DL2->Diffusion / 100.0f);
pNative->LateDiffusion = pNative->EarlyDiffusion;
pNative->Density = pI3DL2->Density;
pNative->RoomFilterFreq = pI3DL2->HFReference;
pNative->WetDryMix = pI3DL2->WetDryMix;
}
/**************************************************************************
*
* Standard I3DL2 reverb presets (100% wet).
*
**************************************************************************/
#define XAUDIO2FX_I3DL2_PRESET_DEFAULT {100,-10000, 0,0.0f, 1.00f,0.50f,-10000,0.020f,-10000,0.040f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_GENERIC {100, -1000, -100,0.0f, 1.49f,0.83f, -2602,0.007f, 200,0.011f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_PADDEDCELL {100, -1000,-6000,0.0f, 0.17f,0.10f, -1204,0.001f, 207,0.002f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_ROOM {100, -1000, -454,0.0f, 0.40f,0.83f, -1646,0.002f, 53,0.003f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_BATHROOM {100, -1000,-1200,0.0f, 1.49f,0.54f, -370,0.007f, 1030,0.011f,100.0f, 60.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_LIVINGROOM {100, -1000,-6000,0.0f, 0.50f,0.10f, -1376,0.003f, -1104,0.004f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_STONEROOM {100, -1000, -300,0.0f, 2.31f,0.64f, -711,0.012f, 83,0.017f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_AUDITORIUM {100, -1000, -476,0.0f, 4.32f,0.59f, -789,0.020f, -289,0.030f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_CONCERTHALL {100, -1000, -500,0.0f, 3.92f,0.70f, -1230,0.020f, -2,0.029f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_CAVE {100, -1000, 0,0.0f, 2.91f,1.30f, -602,0.015f, -302,0.022f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_ARENA {100, -1000, -698,0.0f, 7.24f,0.33f, -1166,0.020f, 16,0.030f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_HANGAR {100, -1000,-1000,0.0f,10.05f,0.23f, -602,0.020f, 198,0.030f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_CARPETEDHALLWAY {100, -1000,-4000,0.0f, 0.30f,0.10f, -1831,0.002f, -1630,0.030f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_HALLWAY {100, -1000, -300,0.0f, 1.49f,0.59f, -1219,0.007f, 441,0.011f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_STONECORRIDOR {100, -1000, -237,0.0f, 2.70f,0.79f, -1214,0.013f, 395,0.020f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_ALLEY {100, -1000, -270,0.0f, 1.49f,0.86f, -1204,0.007f, -4,0.011f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_FOREST {100, -1000,-3300,0.0f, 1.49f,0.54f, -2560,0.162f, -613,0.088f, 79.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_CITY {100, -1000, -800,0.0f, 1.49f,0.67f, -2273,0.007f, -2217,0.011f, 50.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_MOUNTAINS {100, -1000,-2500,0.0f, 1.49f,0.21f, -2780,0.300f, -2014,0.100f, 27.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_QUARRY {100, -1000,-1000,0.0f, 1.49f,0.83f,-10000,0.061f, 500,0.025f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_PLAIN {100, -1000,-2000,0.0f, 1.49f,0.50f, -2466,0.179f, -2514,0.100f, 21.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_PARKINGLOT {100, -1000, 0,0.0f, 1.65f,1.50f, -1363,0.008f, -1153,0.012f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_SEWERPIPE {100, -1000,-1000,0.0f, 2.81f,0.14f, 429,0.014f, 648,0.021f, 80.0f, 60.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_UNDERWATER {100, -1000,-4000,0.0f, 1.49f,0.10f, -449,0.007f, 1700,0.011f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_SMALLROOM {100, -1000, -600,0.0f, 1.10f,0.83f, -400,0.005f, 500,0.010f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_MEDIUMROOM {100, -1000, -600,0.0f, 1.30f,0.83f, -1000,0.010f, -200,0.020f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_LARGEROOM {100, -1000, -600,0.0f, 1.50f,0.83f, -1600,0.020f, -1000,0.040f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_MEDIUMHALL {100, -1000, -600,0.0f, 1.80f,0.70f, -1300,0.015f, -800,0.030f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_LARGEHALL {100, -1000, -600,0.0f, 1.80f,0.70f, -2000,0.030f, -1400,0.060f,100.0f,100.0f,5000.0f}
#define XAUDIO2FX_I3DL2_PRESET_PLATE {100, -1000, -200,0.0f, 1.30f,0.90f, 0,0.002f, 0,0.010f,100.0f, 75.0f,5000.0f}
// Undo the #pragma pack(push, 1) at the top of this file
#pragma pack(pop)
#endif // #ifndef GUID_DEFS_ONLY
#endif // #ifndef __XAUDIO2FX_INCLUDED__